Below you’ll find a series of smaller projects, divided into medium (2D, 3D, Game Jams and Physical projects).
If you want to quickly navigate to a particular topic, use the submenu above. Have fun!
3D models & animations (check the ‘Game jams’ section too!)
For this Christmas card I wanted to try something new; paint a scene in Virtual Reality, then edit it in 3D and render it as a 360-degree video. In ‘AnimVR’ I started painting, colored everything and later exported the scene to Blender.
There I added some last elements and exported it in a special format called ‘equirectangular panorama’. Then I uploaded the video to Youtube where you can watch it in 360 degrees!
I was still learning Blender and thought it was a good opportunity to animate an ambitious scene as a ‘Christmas card’. This gnome village consists of a series of smaller scenes, through which a camera moves, giving the viewer the feeling that the world is full of detail.
This was my first major project in Blender, in which I was trying out various techniques; complex camera movements, a candle with a ‘rig’ and lighting options with the ‘Cycles’ rendering method. First off I built a scene, as well as the candle. Then I fitted the candle with a series of ‘bones’ and an IK, and started the rough movements through the scene. As the project progressed I gave the animations more detail and provided the scene with sound effects and music.
After the ‘Bootreuzen’ illustration was done (see the next image), I attempted to recreate the main character using AnimVR. Pretty fun to draw in VR!
Illustrations, graphic design & 2D animation
A narrative illustration about giants wearing boats for trousers (and greet each other on a beautiful Saturday morning).
A narrative illustration about the ‘Queen of Autumn’, enjoying the last bit of sun before winter comes.
While working at Kucheza, I was asked to develop a motion graphic, infographic, one-page website and video that would support the communication of the new platform ‘SquarePlay’.
First a script was written, after which I started sketching storyboards. By putting it on time (including the script as subtitles), we quickly got a good feeling about the end result. Later I worked out the ‘animatic’ in Illustrator, experimenting with a new style and screen transitions.
I was also asked to create a visual representation of SquarePlay, showing key processes and stakeholders.
During the briefing I heard that the new website brings companies together, so that they can easily close deals. To symbolize this, I started working with various designs. With each iteration, the preference became more and more apparent, until we finalized a design.
I was also asked if I wanted to make a first attempt at the layout of the website. Now the client already had ideas about the general flow of screens, so I started working on a very rough visual set-up.
At the end of my work I was commissioned to make an ‘infographic’, which visually mapped the process of potential customers. I started with rough sketches, and eventually worked them out into a colored illustration.
For this Christmas card I wanted to try out a new workflow; producing assets in Illustrator, which I was able to animate directly in After Effects via the ‘Overlord’ plug-in. In addition, I was looking for a short animation that could be repeated several times without looking boring.
I achieved this by animating a central movement, surrounded by small variations that make the pattern less clear.
Based on a thematically similar illustration, for this animation I wanted to try a new technique: rotoscoping! The idea was to animate a ‘slice of life’; a short (repeated) animation that you can watch endlessly.
I chose a 3D model and drew the pose from various angles. Then I gave the character my own twist and drew a scene around it. Smaller animations are hidden throughout the scene to make it fit better. Then I layered sound effects to the whole, so that the scene is complete.
For my graduation from the HKU I came up with a ‘worldbuilding’ project, in which my personal challenge was to create a universe with diverse cultures, characters and stories. This gave me the freedom to challenge myself in many aspects of game art, such as writing personas, character designs, maps, large illustrations and animations.
The end product was an interactive ‘diorama’ adventure of 2 separate storylines, in which the reader sees the conflict unfold through layered scenes.
In collaboration with Paolo de Heer, a university student who previously helped with HKU school projects, I and Arjen de Haan made a short game for the open day of the ESA (European Space Agency).
The idea was to pilot a satellite which had to collect data, while also avoiding asteroids and radiation. For this project I formulated the mechanics of the game, as well as produce 2D assets.
The aim of this assignment was to develop a game for students, so that they can playfully find out which study profile suits them best. I came up with several game concepts, from which the ‘character creation’ variant emerged as a favorite.
The idea is that the player has to build a character consisting of 3 parts: ‘head’, ‘heart’ and ‘hands/feet’. Each part invites students to talk to peers, which also allows for multiple variations on the game. It was also possible for players to create a profile of each other, and to justify their choices afterwards.
I worked this out and tested it with a group of young students. The conversations that emerged gave me the impression that the prototype was promising, especially after I received enthusiastic reactions from other teachers during a debriefing.
Creating games in a limited amount of time, (mostly) with strangers!
Together with my Kucheza colleague Ferdie Swinkels we came up with a game for Ludum Dare 42 where you are not the hero… but his backpack! The theme was ‘running out of space’, and the idea is that you should constantly keep an eye on what should and should not be in the backpack. Sometimes there is junk in there, and you have to get it out. But the ‘hero’ also has to defeat monsters, so make sure you give him a weapon in time!
For this project I did the design and all the art. I was fairly new to Blender at the time, so it was a great opportunity to put my skills to the test (including rigging/animating enemies under pressure).
For the Global Game Jam 2019 we came up with a game in which you play the witch from Eastern European folklore ‘Baba Yaga’. You are being chased by angry villagers and in your chicken-legged house you try to outrun them.
In this project I was responsible for the general design and modeling/animation of Baba Yaga’s house, main character and various upgrades (like a cauldron with magical wings… because why not!).
For ‘1GAM’ (1 Game A Month) I, together with Kucheza colleague Ferdie Swinkels, designed a game in which you have to protect a French village against the Germanic army. We chose World War I as the context, which gave me the opportunity to model and animate biplanes and bulky tanks.
Custom 3D models turned into physical objects (+ a coat of paint).
For my colleagues at Kucheza I had the idea to produce a small diorama per person, consisting of a bust of the person and some typical objects that I associate with them.
I made sketches of every bust and potential objects, after which I sculpted/modeled the dioramas in Blender. Then I printed them (with several test rounds in between) on my 3D printer and put them in a primer. Finally, I glued and painted the parts together.
A few years ago I made an illustration for a classmate. Since he liked gnomes so much, I drew one. Years later it was his birthday again, and I thought; how nice would it be if that gnome could be a physical object on your desk? And instead of a flower, maybe you can put office materials behind his back? So I made the gnome in 3D, printed & glued it and gave it a coat of paint.
As a present for my mother’s birthday, we as a family wanted to give her a new phone. We also wanted to announce that we would book a holiday to Ameland. To make that announcement extra special, I made a phone in 3D, containing a sea, island (+ lighthouse), buoy and ferry. I put this whole thing through the 3D printer and painted it afterwards.