Read about the research done on the different kind of UI frameworks out there
Hi, I’m Stan. I’m a game tools with a passion for solving difficult problems. My main enjoyment as a tools programmer comes from making the life of my fellow developers easier and more efficent. Therefor I always emphesize user usage in my work.
On this page you can find the projects I’ve worked on so far. They range from game-jam sized projects to projects that use a custom engine build from scratch.
Currently I’m currently employed as a tools programmer at Vertigo Games.
Time | 45 weeks (internship) |
---|---|
Team size | 30+ |
Main laguage | C++ |
Tools |
Confidential |
Age Of Wonders Planetfall is the next title from Triumph Studios. This next instalment in the Age of Wonders series takes the player into a sci-fi setting. The game features a strategic map which is used for moving armies and overall management of your faction. For battles the game features an in depth tactical map.
03-20-2017
Time | 16 weeks |
---|---|
Team size | 20 |
Main laguage | C++ |
Tools |
Visual studio Houdini Maya 2017 Hack n Plan Pivotal tracker |
AGR is an anti-grav racing game build with the custom Voodoo Engine. The engine was tailored to handle anti-grav racing games specifically and uses maya as a level-editor. This was combined with houdini tools to streamline the development of new racing tracks. It is also cross platform (PC / PS4)
04-27-2016
Time | 2 weeks |
---|---|
Team size | 1 |
Main laguage | C# |
Tools |
visual studio wpf Doxygen |
The jenkins client aims to simplify triggering jenkins build by users unfamiliar with the jenkins UI / systems. This seperates the developer platform and user platform ans thus minimizing the risk of users altering settings they should not be able to alter. In addition to this it exposes a bit more information about a build currently active or in the queue.
03-20-2017
Time | 32 weeks |
---|---|
Team size | 14 |
Main laguage | C++ |
Tools |
visual studio wpf Jira Doxygen |
Project sulphur is a cross-platform engine project by NHTV students. The engine is build in C++ with an editor build in .Net WPF framework. The engine has a special feature we call the ‘sulphur rewinder’. This feature allows you to rewind the game in the editor and inspect the data from previous frames. Besides this the editor is completely detached from the engine meaning that if the engine crashes there is no progress lost and the editor can recover.
03-20-2017
Time | 45 weeks (internship) |
---|---|
Team size | 30+ |
Main laguage | C++ / C# |
Tools |
Confidential |
Jenkins is an automation platform used to automate tasks such as making builds or run tests. When I was at Triumph Studios I was tasked with updating the build pipeline. The result of this is a pipeline that can create builds for a wide range of platforms and publish them
03-20-2017
Time | 6 weeks |
---|---|
Team size | 1 |
Main laguage | C# |
Tools |
visual studio wpf Doxygen |
The cross platform project generator is a tool that combines CMake and Perforce to generate visual studio solutions for multiple platforms. It also allows you to create custom variables which can be used in your CMake scripts and it allows you to specify command line steps post generation. The main goal is to allow end users to only see variables relevant to them and to allow projects to be generated for PS4 as well.
03-20-2017
Time | 2 weeks |
---|---|
Team size | 8 |
Main laguage | C# |
Tools |
Visual studio Trello Unity 3D |
Clouded is a 2 week long project build using the HTC vive. The game revolves around manipulating clouds in order to manage the world state untill specific conditions are met. The game was build using the htc vive.
04-27-2016
Time | 2 weeks |
---|---|
Team size | 7 |
Main laguage | Blueprints |
Tools |
Visual studio Trello Unreal engine 4 |
Dear Father is a game build in UE4 and was a 2 week long academic project. my main responsibility was creating a tool for editing dialogue trees
04-27-2016
Time | 2 weeks |
---|---|
Team size | 7 |
Main laguage | C# |
Tools |
Visual studio Trello Unity 3D |
Orbis is a game where you use a custom bowlingball controller to try and knock your opponents out of the arena. The game was made in 2 weeks using unity 3D
04-27-2016
Time | 8 weeks |
---|---|
Team size | 4 |
Main laguage | C# |
Tools |
Visual studio Trello Unity 3D |
This is an attemp at creating a 2D physics engine in unity. All of the basic collision shapes are supported i.e. Box, Sphere and Convex hull. I used the GJK algorithm to do the collision detection. And build some tools to deabug the engine and create physics objects.
04-27-2016
Time | 48 hours |
---|---|
Team size | 7 |
Main laguage | Blueprints |
Tools |
visual studio Unreal engine 4 github |
This is a game made during the 2018 Global game jam. It was made in Unreal engine 4. The game is an endless runner where you have to guide a mind controlled duck past obstacles by placcing transmission towers.
03-20-2017
Time | 48 hours |
---|---|
Team size | 10 |
Main laguage | C# |
Tools |
visual studio Perforce Unity 3D |
NIMBY (Not In My Back Yard) Is a game about angry neigbours trying to keep their backyards free of leaves. The goal of the game is to try and get your garden as clean as possible whilest trying to get your other neighbours garden filled with leaves. This game was part of the global game ham 2017 and the theme was ‘waves’.
03-20-2017
Read about the research done on the different kind of UI frameworks out there
Read about my implementation of 2D physics in unity. This was an academic assignment where we were tasked to build a 2Dphysics based game but without the use of unitys build in physics / collision system.
A quick update on tools current status for project sulphur