I’m a programmer with experience in a broad variety of game development and software engineering aspects. My focus is on machine learning, mathematics, data science, complex problems and finding creative solutions. applying new research, math and technical skills to improve or invent systems for better or new tasks is where I am most at home. This combination of research and technical improvement which allows for innovation is where my passion is.
Projects
Reinforcement learning for non-player characters in the video game industry
For my master thesis we researched the possibilities of having deep learning systems to be able to support the design of non-player character Artificial Intelligent behaviours namely decision making systems for the game development industry, by researching the feasibility and desirability of a reinforcement learning decision making system.
The main motivation of this research was to learn more about reinforcement learning and to find out how we can intergrate these technologies into the game development industry.
During my internship year at Breda University of Applied Science I reseached and developed a deep learning based automated hair generation system for possible use within the VIBE project. For this we used the paper 3D Hair Synthesis Using Volumetric Variational Autoencoders. The systems in said paper where recreated the applied to use within the VIBE project.
Captain Starshot was a project created by DoubleDoorGames, a team of 23 students of Breda University of Applied Sciences, which we developed for a year. Our objective for the game was to create a game using 50s pulp fiction theme and seemless transitions between starship and crew combat. My role within this project was as a general programmer and it has taught me to work in large teams.
Da InVincible was an 8 week project created by a group of 16 IGAD students at the NHTV University of Applied Science. The objective of the game was to create a First Person Shooter experience with inspiration drawn from games such as DOOM and Super Crate Box. We made an arcade shooter set in an advanced 15th century era using Da Vinci technology. In this project I was mostly responsible for the technical implementation of the enemies in the game.