Software engineer at Nixxes Software B.V.
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.
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)
Freelancer at Tweakers.net BV as PHP developer.
Internship and freelancer at Engine Software as game developer.
Coronel Indoor Cartracing
Internship at GraphiX Visions as graphics programmer.
2000 and before
Various summer jobs as administrative clerk and warehouse support staff.
Games and other projects
Rise of the Tomb Raider
(Crystal Dynamics / Nixxes 2015)
This Xbox 360 port of the Xbox One version of the sequel to the previous Tomb Raider was by far the most challenging project I've ever done.
As engine team lead I was responsible for guiding the team in applying both memory and code optimizations to be able
to fit in memory and run at acceptable frame rates.
(Crystal Dynamics / Nixxes 2013)
Reboot of the Tomb Raider franchise. It featured my occlusion culling system, and I have developed a new disc resource
management system and an algorithm to optimize disc layout to reduce loading times and improve content streaming.
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
(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.
(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.
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.