Projects

Software

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Ant Colony Simulator

A project developed in the third year at Avans University of Applied Sciences for the AI course. We were given the choice to select our own topic, and my project partner and I chose to simulate an ant colony.

I developed this software together with Stijn van Loon (GitHub and portfolio url below). The software was created in a period of roughly 3-4 weeks. We both had an incredible amount of fun working on this project.

After prototyping in different languages such as GML and C#, we decided to create the project in Angular.

A live demo is available for this project.

View on GitHub Portfolio Stijn van Loon GitHub Stijn van Loon
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Time Tracking Application

A project developed for Nostradamus. The purpose of the application was to have an environment where employees can clock-in and clock-out for their work. This was the first project where I had to work with a stakeholder which was very interesting! And a great learning experience.

This project was created in the semester of the first year at Avans University of Applied Sciences. The application was developed in a team of 8 people.

My role was team lead and front-end developer. The application was built for Desktop with Electron, and Mobile with React. The application features a back-end created with NodeJs.

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Restaurant delivery

The project context was to make a restaurant app where a customer can create an account, add meals to his basket and check out. The cook could log in on a seperate platform which allows him/her to add meals to a menu.

EasyMeal is a server-side web application developed in ASP.NET Core (MVC 2.2). It was a solo project developed over 3 weeks. It utilizes the onion architecture which is based on the premise that dependencies can only go outward. For example, the core contains domain models, the core can be required by other layers such as gui's, database contexts and repositories, but the core does not use any project dependencies.

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Retrospective/Scrum Tool

A tool with which you can host retrospectives and create and manage scrum boards. The tool was developed in the second year at Avans University of Applied Sciences. The stakeholder in this project was TrueLime.

Container Shipment

A Business Intelligence project in which a hypothetical sea-container shipment company called "Kramse" wanted to analyze their global performance based on worldwide costs.

The project consisted of a number of steps. Such as transforming an existing database, normalizing it's data and finding a way to prevent duplicate data. A Visual Studio solution was developed which consisted of a data warehouse and data cube. Several in-between states were added as well. Finally, dashboards were created using Microsoft's Power BI.

The end result was a number of dashboards that were able to show important statistics about Kramse's policies and shipment worldwide.

Download Accountability Report (Dutch)
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Drone Area Mapping

A project completed during the minor Aerospace Engineering that I followed. The goal was to create a mount for a drone and create software that could map and combine sets of images into large grids. I was responsible for creating the software while several team members worked on the mount and camera equipment.

I learned a lot about the Aerospace industry during the minor. Unfortunately there were a lot of challenges due to COVID, luckily we were able to solve a number of the problems presented, and we were still able to produce an end result that respected the stakeholder's requirements.

Download Project Poster

Game Development

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Crafting & Survival

This top-down survival project took multiple months of development time. I learned a lot of new things in this project, about AI behavior, menu’s, lighting, weather, effects and more. The project is in-part made by following tutorials. Additionally, a lot of new functionalities or improvements were implemented after following the tutorials. The game contains a lot of features such as survival mechanics, crafting, a day-night cycle, weather, boss battles, a building system, adaptive resolution, mouse-based melee combat and more.

Hendracle

Space Combat Framework

Space Combat Engine is a hobby project which allows users of the "Game Maker Studio" software to utilize a template for rapid game development. Specifically optimized for space battles and multi-faction combat. Utilizes programming concepts such as polymorphism and inheritance to assist with developing code that is easy to maintain and easy to expand.

GitHub Hendracle
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Tile Game

This project was developed in a period of roughly 2 months. It features several types of tiles such as towers, crowns, water and grass, 8 player maps, procedurally generated areas and aggressive AI.

The game was made using GameMaker Studio 2, and later ported to Studio 2.3. All-in-all it was a very fun project, where I was able to learn more about optimization, AI mechanics, turn-based timing, delta-timing, and much more.

The game also featured interesting mechanics such as “fog-of-war”, which reveals only limited areas. This made sure the player did not have control over the battlefield and requires him to play very aggressively to discover new areas, and stay in control of them.

Hendracle
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Top Down Framework

Top Down Framework is a hobby project similar to Space Combat Framework. It has been built in such a way that it is easy to modify and expand. It features several big mechanics such as stealth, vehicles, a day night system, and friendly and enemy ai that can strafe.

In this project I dived deeper into AI than I usually do, this resulted in my best combat AI yet. The AI can strafe, engage, retreat and patrol. The AI can be engaged stealthily, as he has a view cone and field of view.

itch.io
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Serious Game

This project was an assignment during my third year of the informatica/software engineering degree programme, during which me and some other students developed this serious game for a theater. The game has been created in Unity (C#) and features 5 minigames, puzzle mechanics, movement, navigating NPC's and more. I was responsible for coding the player movement, ai behavior, base architecture and the "Storm in a bottle" minigame.

Play in browser
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Crowd System

This page showcases a project that focused on 2 faction combat with large amounts of units. A crowd system was implemented to be able to run at least 2000 instances/soldiers on-screen, with high performance measured up to 6000. The crowd system makes it so that the instances update periodically, and only activate combat behavior when a number of conditions are met.

Hendracle
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Platformer Template

This is a small project that was made for a client. The client required a template that allowed him to create multi-level platformer games. It has a number of features such as a player with movement and physics, an enemy, a main menu and game over screen, a collision system and more.

Hendracle