Skills Summary:


  • Trained technical artist
  • Procedural Generation
  • Prototyping
  • Skilled problem solver
  • Creative thinker
  • Experienced with multiple 3d packages: Houdini, Maya and 3dsMax.
  • Experienced with multiple adobe packages: Photoshop, Premiere and Dreamweaver
  • Experienced with mulitple programming languages: C#, JavaScript, Python, VEX, MEL and ActionScript
  • Experience with multiple game and render engines (Unity, Unreal, Ogre, Esenthel, A7 and Irrlicht)
  • Working with node based structures such as Houdini, Nuke or shader builders
  • Understanding of programming and scripting beyond my known languages
  • Able to work individually as well as in teams

    Employment experience:

    Ubisoft Paris studio

  • Junior Technical artist, 3 July 2014 - Ongoing


  • Created a video tutorial for CMIVFX, 2013, The Netherlands


  • Lugus Studios, 3 march 2012 - 20 july 2012, Belgium

    Distribution/Logistics 2011-2012




    HBO: International Game Architecture and Design, NHTV, Breda, The Netherlands

  • Graduated with distinction on the topic of procedural generation and content pipelines.

    VWO: de Hoefslag, Oudehoven, Gorinchem, The Netherlands

  • Dutch VWO, Nature and Technology


    Personal details:


  • Date of Birth: 10 January 1991
  • Currently living in: Paris - France 


  • Fluent in Dutch and English, both in speaking and writing.
  • Basics of French and German.


    Character traits:

  • Calm
  • Open minded
  • Can easily adapt
  • Concentrated
  • Scientifically orientated
  • Enthusiastic
  • Honest

  • Interests:

  • Video games
  • Science/Technology
  • Games Modding/Development

    Personal History


    My history with game development starts during high school.

    I started 3d modeling as a hobby, soon after I made friends with modding teams.

    I started modding for Command and Conquer Generals: Zero-Hour.

    Once someone helped me figure out how to import my models into the game and make them work,

    I was totally hooked. (Thanks Zeke)


    The last three years of high school I worked on various mods, as well as a couple of my own.

    Most notably European Conflict, now called Deep impact

    I enjoyed modding greatly, the modeling as well as the scripting involved,

    working around the constraints of game engines.


    After high school I started the IGAD course, International Game Architecture and Design as a visual artist, moving from 3d Max to Maya.

    I found out I really enjoyed the jobs that were a bit technical for Artists, but too trivial to be done by programmers, usually assuming a bridge role in team assignments.

    Things I also found really enjoyable were things like shader building, in the Unreal engine and later also a bit of cg, but also some small tool building in MEL script and Actionscript in Flash.


    The real epiphany came when I was introduced to Houdini.

    I found the different approach to content generation really refreshing, challenging and fun.

    Later that year I went on an internship at LuGus Studios in Belgium,

    where I further developed my programming skills.

    This could be applied indirectly to using Houdini increasing my interest even further.

    It also reduced my dependency on other programmers,

    enabling me to start making my own game prototypes.


    The most fleshed out, of these projects is my space trader/shooter.(See Games)

    It is like everything fitted in the big picture from this point.

    I say this as I started my specialisation project soon after, for procedurally generating planets.

    This project has continued througout my graduation phase and scored a top mark in both occasions.