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Sad-AI-dev/README.md

Arvid van den Hoogen

Gameplay Programmer / Software Architect

As a programmer, I take pride and joy in implementing gameplay related systems.
Over the years I participated in 10+ gamejams and worked on a large variety of group and solo projects.
You can find the Tools I've used and some of my favorite works below.


Languages & Tools

CSharp Unity Fork Visual Studio




Minor Experience

C++ Unreal Engine Type Script HTML 5 CSS 3 PHP

Current Projects

As part of my study, I am currently working on project Quantum Gaming.
The aim of which is to help out the Quantum lab at Saxion by providing software which allows for accurately simulation of Quantum Mechanics.

Assigned to this project along with me is my fellow programmer Arjen van Klaveren.
My responsibilities for the project include designing and implementing the software architecture in Unity and implementing gameplay systems.

Alongside this project, I am developing a utils library for Unity. The wiki for which can be found here.
This package is solely developed by me and is actively being used in the Quantum Gaming project.

Previous Works

This section contains some of my favorite projects I recently worked on.

Stellar Sprint Logo

As part of my minor, I collaborated with 6 other students on developing a 3D action rogue-like.
I took up the roles of Project Lead, Lead Developer, Software Architect and Gameplay Programmer during this project.

I greatly enjoyed working on this project, as it contained a large variety of complex gameplay systems.
My favorite part I worked on is the agent system.
This system unifies the underlying systems for all the enemies and the player. A consequence of this is that all content developed for the player can also be used on the enemies with minimal effort.
A great example of this are the 40+ unique power-ups that were developed for the player, which we later used to quickly create unique and distinct enemy variants.

Building the systems which allow for a large variety of unique power-ups is an achievement I take great pride in.
Here are some examples of the power-ups we created:

Find out more about this project here.

Wave Collapse Function

The Wave Collapse Function Algorithm is an algorithm used for procedural generation.

My Wave Collapse Function Algorithm generating a 2D environment

As a personal project, I created a version of the Wave Collapse Function Algorithm.
The above image shows every step the algorithm takes, below is a version which generates an environment in "chunks" and one which generates a 3D environment.

WCF Algorithm generating a 2D environment WCF Algorithm generating a 3D environment

Find out more about this project here.

Chunk Punk Logo

Contact

Interested in me and my work? Feel free to reach out!

Email

ArvidvdHoogen@gmail.com

LinkedIn

Linked In

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  1. Minor_Skilled Minor_Skilled Public

    [IN DEVELOPMENT] A third person roguelike developed in Unity

    C# 1

  2. ChunkPunk ChunkPunk Public

    A chaotic local multiplier party game, developed in Unity

    C#

  3. SadUtils_Package SadUtils_Package Public

    Unity package containing utils

    C# 1

  4. WaveCollapseFunction WaveCollapseFunction Public

    Implementation of the Wave Collapse Function Algorithm in the Unity engine.

    C#

  5. IdentificationStation IdentificationStation Public

    Repo for kick off gamejam of 2024

    ShaderLab

  6. AstralHerd AstralHerd Public

    Project repo for XP Link Jam 2022

    ShaderLab