Software engineer at Nixxes Software B.V.
Notable work:
Scene management and occlusion culling on PC, Xbox360 and PS3, and the offline toolchain to support that. It features
reading out the manually authored cells, portals and occluders by the artist and generating runtime data structures in order
to efficiently handle location and visibility queries on volumes.
Resource packaging and loading mechanism that strives to optimize disc layout, reduce data redundancy and decrease
in-game loading and streaming times.
Shipped games:
Deus Ex: Human Revolution (2011)
Lara Croft and the Guardian of Light (2010, uncredited)
Tomb Raider: Underworld (2008)
Tomb Raider: Legend (2006)
Project: Snowblind (2005)
2004
Freelancer at Tweakers.net BV as PHP developer.
2003
Internship and freelancer at Engine Software as game developer.
Shipped games:
Coronel Indoor Cartracing
2001
Internship at GraphiX Visions as graphics programmer.
2000 and before
Various summer jobs as administrative clerk and warehouse support staff.
Games and other projects
Deus Ex: Human Revolution
(Eidos Montreal / Nixxes, 2011)
This first-person action RPG is the prequel to the famous original Deus Ex that was released in 2000. It features a
highly parallelized version of my occlusion culling system that fully takes advantage of the many cores on PC and Xbox 360
and the SPU's on the PS3.
Lara Croft and the Guardian of Light
(Crystal Dynamics / Nixxes, 2010)
A downloadable fixed-camera platform action game for Steam / XBLA / PSN featuring Lara Croft. I have not actually worked
on this title, but it uses a fork of the Tomb Raider: Underworld codebase.
Tomb Raider: Underworld
(Crystal Dynamics / Nixxes, 2008)
Well-known adventuregame for various platforms. The next-gen character of this episode in the Tomb Raider series was
the ultimate stress test for my occlusion culling and scene management system.
Tomb Raider: Legend
(Crystal Dynamics / Nixxes, 2006)
The next-gen PC port of this game uses the initial implementation of my scene management system
Project: Snowblind
(Crystal Dynamics / Nixxes, 2005)
A first person shooter for PC, PS2 and Xbox. For the Xbox port of this game I worked on various
porting issues, such as Xbox Live and savegames
Coronel Indoor Kartracing
(Engine Software BV, 2003)
A go-cart racing game featuring the actual Dutch indoor racing tracks made famous by Coronel. I've written the
multiplayer network module for this game.
Homeboxx 3D
(GraphiX Visions, 2001)
The Homeboxx is a building for expositions. GraphiX Visions created the website for it's company, and during my
internship I've developed a 3D software renderer in Java for the interactive 3D environment of the Homeboxx.
This applet can be viewed here.
Skills
Fluent in written and spoken Dutch and English.
In-depth knowledge of C++, x86 assembly, the Win32 API, the XDK and Direct3D.
Knowledge of OpenGL, PowerPC assembly, Java, .Net (C# and C++/CLI) and PHP.
Familiar with Visual Studio, 3D Studio Max and Maya.