Game Design­er

Hey there! I’m Tom, and I spe­cial­ize in UI, UX, Puz­zles, Nar­ra­tive, Lev­el Design & Acces­si­bil­i­ty. My pas­sion is to help make mean­ing­ful game expe­ri­ences that every­one can play! 

I’m always look­ing for my next chal­lenge, either in the Nether­lands or remote­ly—please con­tact me if you’re inter­est­ed. Thanks in advance!

Contact me at

 

Psylaris 360 Video

360Video is a VR video app, cre­at­ed for Psy­laris as a tool for psy­chi­a­trists and their clients, to help with expo­sure and relax­ation therapy.
For this I’ve worked in Uni­ty, with assets such as AVProVideo and Nova UI, cre­at­ing an UI design in col­lab­o­ra­tion with a small team.

Side view of the cat­e­go­ry menu. 
Pause menu in a video. 
Video display. 
The side bar will expand & show text labels when hov­ered, just like in VisionOS. 

Herald

Her­ald is an award-win­ning nar­ra­tive game by Wisp­fire about colo­nial­ism in the 19th cen­tu­ry, in which play­ers expe­ri­ence an adven­ture with lots of dra­mat­ic twists aboard the HLV Herald.
I was in charge of set­ting up sto­ry scenes for Book 3 of Her­ald by set­ting up the log­ic of Herald’s many sto­ry scenes, using Wispfire’s in-house dia­log edi­tor. I also worked a lot on QA, both report­ing and fix­ing bugs.

Swipe left for more images. 
A dia­log tree I set up using Wisp­fire’s in-house dia­log branch editor. 
Exam­ple of a dia­log & cam­era work in Herald. 
A scene from the game with lots of actors pass­ing a bun­dle across the ship deck. 
I worked in Uni­ty Time­lines to help bring more com­plex scenes to life. 
Exam­ple of com­po­si­tion & cam­era work on a scene I made. 
Exam­ple of how dialogs from the edi­tor appear in the run­ning game. 
Putting togeth­er scenes involved sequenc­ing and tim­ing event for mul­ti­ple actors and props. 

Tom’s work has enriched our team dur­ing his intern­ship with his can-do atti­tude, we believe he is a great asset to any team as a design­er with good pro­gram­ming knowledge.
—Roy van der Schilden, Wisp­fire founder

Winkeltje

Winkelt­je is a shop­keep­ing game by Sassy­bot, where play­ers can man­age and cus­tomize their own shop.
I was respon­si­ble for com­ing up with new sys­tems to sup­port the long-term engage­ment of play­ers, bal­anc­ing, mak­ing con­tent and imple­ment­ing it with C#. I also helped with com­mu­ni­ty man­age­ment and QA dur­ing Ear­ly Access. I helped with the Dutch trans­la­tion, and helped set up a com­mu­ni­ty trans­la­tion process for oth­er languages.

Swipe left to see more images. 
Winkelt­je has a ton of fea­tures. Here’s a part of the explic­it onboard­ing I designed. 
Some of the objec­tives I designed for Winkelt­je, which helps onboard and moti­vate the play­er to use all features. 
I select­ed which items were added to the game. 
I also helped bal­ance the game and spread unlock­ables over the lev­el curve. 

Look­ing for a game design­er to design and help build fun games? Check out Tom who helped make #Winkelt­je at @SassybotStudio. I can cer­tain­ly recommend. :)
—Tino van der Kraan, Sassy­bot Cre­ative Director

Edge Not Found

Edge Not Found was my sub­mis­sion to JS13K 2021, a month long game jam where the goal is to cre­ate a brows­er game in 13 kb.
This solo project is a puz­zle game where the play­ing field wraps around infi­nite­ly, cre­at­ing some tricky puz­zles. It end­ed in sec­ond place and was fea­tured by GitHub!

“Push the box to the goal!” 
Lat­er lev­els “shift” the way in which the lev­el repeats. 
In lat­er lev­els, play­ers have con­trol over how the lev­el shifts. 
Of course, the lev­els get quite difficult. 

Fake Illusions

Fake Illu­sions is a game about cheat­ing opti­cal illu­sions. It was a per­son­al project that was released as a com­mer­cial game in 2020 (with con­tent updates in 2021).
I was respon­si­ble for all the design and programming.

Screenshot of the Kanizsa stage. Which shape is filled?
Screen­shot of the Kanizsa stage. Which shape is filled? 
Screenshot of the Hermann stage. Which intersection actually has a dot?
Screen­shot of the Her­mann stage. Which inter­sec­tion actu­al­ly has a dot? 
The level select of Fake Illusions is actually also an illusion...
The lev­el select of this game is, of course, also an opti­cal illusion. 
The Ehrenstein stage. The red lines in one of the shapes are not straight!
The Ehren­stein stage. The red lines in one of the shapes are not straight! 
The keymap­ping menu added in update 2.0.

Mobility

Mobil­i­ty! is an acces­si­ble pre­ci­sion plat­former game that I worked on a side project, togeth­er with my broth­er and a musi­cian. It was fea­tured by var­i­ous out­lets such as Rock­Pa­per­Shot­gun, and was played by over 50.000 players!
In 2024 I released a lev­el edi­tor update.

Swipe to view more images. 
In Mobil­i­ty, the goal is to touch every plat­form on the lev­el, so I designed the lev­els to be open and allow dif­fer­ent approaches. 
Mobil­i­ty has mul­ti­ple dif­fi­cul­ty set­tings and oth­er acces­si­bil­i­ty options to help new play­ers ease into the pre­ci­sion plat­former genre. 
The game has four worlds, each with their own over­world, lev­els, and story. 
Part of the Trel­lo board that served as a to-do list and changel­og dur­ing development. 
The lev­el edi­tor that was added in 2024. 

R4Heal

R4Heal Inter­ac­tive Puz­zles is a col­lec­tion of seri­ous games by Yel­low Rid­ers for reha­bil­i­tat­ing patients, com­mis­sioned by Rad­boudUmc, a Dutch hos­pi­tal. It con­tains games like word search­es and sudoku, but also more “seri­ous” games such as reac­tion and breath­ing tests.
I was respon­si­ble for main­tain­ing the indi­vid­ual activ­i­ties, doing QA and fix­ing bugs, as well as imple­ment­ing new games in TypeScript.

R4Heal’s ver­sion of Sudoku. 
A reac­tion test: when a fox appears, the play­er needs to press the near­est but­ton as quick­ly as possible. 
A ver­sion of Mem­o­ry with healthy fruits and veggies. 
A dif­fi­cult stroop test, where the selec­tion bub­bles also have dif­fer­ent colors. 
A visu­al­iza­tion for the breath­ing test, the jel­ly­fish move up and down in a sine wave. 

Tom is very well edu­cat­ed, with spe­cialised knowl­edge in pro­gram­ming and game design, with a can-do atti­tude which made him to blend in our organ­i­sa­tion smooth­ly and sure­ly he will add val­ue into any oth­er organisation.
—Stephan Aarts, Founder of Yel­low Riders

While the project I’ve pre­sent­ed on my port­fo­lio are the ones I’m most proud of, over a dozen more games I made can be found on itch.io!

Feel free to reach out at

Last updat­ed: Decem­ber 2024.