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Hello! I am Rik, a Level Designer with 3+ years of experience. I am currently in my final year of studying at Breda University of Applied Sciences, where I have worked on mutliple game projects, both solo and in multidisciplinary teams.

 

In this time, I have published two games on Steam, one of which was also nominated for Best Student Game at the Dutch Game awards. I also have three years of professional experience in QA, two of which at Nintendo of Europe.

 

I am currently looking for a Level Design internship starting February / March 2025.

Main Projects

MAIN PROJECTS

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Genre:
Stealth

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Role(s):
Level Designer

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Made with:
Unreal Engine 5

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Team size:
37

Project duration:
32 weeks

Sicaria is a stealth game set in Antwerp during the 80 years war. The player has to use their gadgets and plan their movements carefully to get revenge and save the city. Sicaria is a finalist in the Best Student Game Category at the Game Development World Championship 2024 Winter Season.

Personal Responsibilities:

  • Designed the market level of the game from concepting to blockout, to final release

  • Coordinated playtesting sessions & iterated on the level based on feedback

  • Implemented a workflow using Unreal Engine's world partitioning and data layer systems

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Released on:
Steam

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Genre:
Open World 3D Platformer

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Role(s):
Level Designer

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Made with:
Unreal Engine 5

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Team size:
21

Project duration:
14 weeks

A 3D platformer set in an open world, using a unique pole-vaulting movement mechanic. Viking Hiking won several awards at the annual BUAS Games Awards and was nominated for Best Student Game at the Dutch Game Awards.

Personal Responsibilities:

  • Built open-ended platforming challenges around the level, focusing on encouraging player experimentation

  • Used guidance techniques such as breadcrumbing and landmarks to steer the player aound the level

  • Organized playtesting sessions & iterated on the level based on feedback

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Released on:
Steam

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Genre:
Puzzle / Adventure

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Role(s):
Technical Level Designer

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Made with:
Unreal Engine 5

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Team size:
Solo

Project duration:
8 weeks

A recreation of the core mechanics of Luigi's Mansion 3 for the original made with a modular approach.

Personal Responsibilities:

  • Rebuilt the core mechanics and related level ingredients based on the original game

  • Designed a demo level with all the created content

  • Wrote research documentation and how-to documents

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Genre:
Open World Action / Adventure

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Role(s):
Level Designer

Team size:
Solo

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Made with:
Unreal Engine 5

self-study project where I designed a 0.25km² open world to study and showcase open world level design principles. Currently still in progress.

Personal Responsibilities:

  • Concepted the world layout through research, finding references and sketching the map

  • Designed a 0.25km² open world with secrets to find, puzzles to solve and combat encounters

  • Made custom blockout models using Unreal Engine's modelling mode

  • Designed and prototyped enemies and several other gameplay mechanics through visual scripting

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Genre:
Puzzle

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Role(s):
Level / Puzzle Designer

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Made with:
Escape Simulator

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Team size:
Solo

A community level for Escape Simulator, where players have to solve  puzzles to find clues and solve a murder mystery, made as a personal project.

Personal Responsibilities:

  • Built entire level and designed all puzzles

  • Created custom blockout models in Blender

  • Coordinated playtesting sessions & iterated on the level based on community feedback

Released on:
 Steam Workshop

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Genre:
First-Person Shooter

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Role(s):
Level Designer

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Made with:
Trenchbroom

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Team size:
Solo

Project duration:
7 weeks

A community level for the original Quake game made using Trenchbroom, where players have to blast their way to the top of the tower.

Personal Responsibilities:

  • Built entire level from research, blockouts, texturing and lighting through to publishing

  • Set up all combat encounters & level interactions

  • Created a modular kit using Trenchbroom's brush tools

  • Coordinated playtesting sessions & iterated on the level based on feedback

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Released on:
Quaddicted

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As a QA Tester At Nintendo of Europe

AS A QA TESTER AT NINTENDO OF EUROPE

From September  2017 - July 2019, I worked as localization QA Tester at Nintendo of Europe, in Frankfurt, Germany. Here, I checked the Dutch translations of games for any errors (such as grammatical errors or display issues) or other possible improvements, like stylistic consistency. This also included thinking from the player perspective to ensure the text makes sense in any context the player might see it in. It also involved frequent communication with other testers and translation teams from all over Europe and maintaining a flexible working attitude while working on projects that were still undergoing significant changes. Games I worked on include the ones listed below.

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OTHER PROJECTS

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