Marc Dijkhuizen
(Technical) Game Designer
My Projects
"The Archipelago Promise "
Third Year Project
Role: Technical Designer/Feature Team Lead
Made in Unreal Engine 5
Team Size: ~ 25
Genre: First Person Survival Game
Platforms: PC
"Explore a forgotten Archipelago deep in the Bering sea. Sail the cold seas, learn about the environment, evade the dangerous wildlife, and survive the harsh Alaskan weather to find your lost brother."
Role(s) and Responsibilities
Technical Designer:
- Tasked with designing the sailboat and its mechanics
- Worked with 3D modelers to create a unique sailboat that can be used by the player
- Prototyping and testing all features of the boat
- Collaborate with Physics Programmers on a dynamic wind system and how to make multiple features work with each other
- Design, prototype and implement a wind system that shoots out particles to emulate wind
- Made a Dev Tool that other Designers can use to make testing their features more easy
Click the link to visit the store page on Steam
This game is currently still in development
and is expected to release in June 2023
Second Year Project
Role: Technical Designer
Made in Unreal Engine 4
Team Size: 30~
Genre: 3rd person beat-em-up
Platforms: PC Only
"Robot Wipeout is a 3rd person beat-em-up game(show) where you fight against hordes of nasty bots and dodge deadly hazards, all for the entertainment of the gullible public. "
"Robot WipeOut "
Role(s) and responsibilities:
Technical Design:
-
Implemented the combo meter, also made it easier for other
designer to make changes without having to use the Blueprints themself.
-
Implemented the enemy health bar logic
-
Implemented all the HUD logic
​
​
Marketing and media
-
I was tasked with making the trailer for our game
Link to itch.io page
First Year Project
Role: Game Designer
Made in Unreal Engine 4
Team Size: ~10
Duration: 7 weeks from concept till end product
Genre: 3rd person online jousting
Platforms: PC Only
Role(s) and Responsibilities
Game Designer:
- Was responsible for the 3C's
- Add new gameplay mechanics to enhance the core game loop
- Discuss with Programmers how to implement certain features by giving them prototypes and flowcharts
- Researched, Designed, and prototyped the boost mechanic.
"Wacky Noodle"
" Have you ever dreamed of being a great jousting knight?
Dashing around on your noble steed and knocking other honorable knights of their horses?
Of course you have! But horses are expensive, so a pig will do.
Knock your friends off their piggy by poking them with a pool noodle.
TIME TO GET BRUTAL! SO GRAB YOUR NOODLE! "
Link to Itch.IO Page
Game Jam Project 2023
Role: Game Designer
Made in Unreal Engine 5
Team Size: 5
Duration: 5 days from the concept till the end product
Genre: Tower Defence Game
Platforms: PC Only
Role(s) and Responsibilities
Game Design:
- Concepted the core gameplay idea around the keyword "Roots"
where the player could increase their zone of influence by planting more roots in the ground.
- Was part of the design of the towers, how they should work with each other, and their role in the game.
- Made a bit of VFX for the currency flower to emit, when the charging is done
- Did most of the balancing on the last day, to make sure the game was in a playable state.
UI/UX
- I was responsible for UI and making sure everything was placed correctly and could be changed during balancing.
​
"Root Defender"
"Root Defender is a tower defense game played from a top-down perspective where the goal is to protect the mighty tree from destruction by goblins. You do this by managing your plants and roots to secure control of the entire garden."
Link to Itch.IO page
My Skillset
Blueprinting
3 Years of Experience
Unreal Engine 4 & 5
3 years of Experience
Jira Software
3 Years of Experience
Experience with Unity
PerForce
3 Years of Experience
WHAT DO I OFFER TO A TEAM?
In my projects I am always coming up with
new ideas to make the game better.
Give consctructive feedback to improve
my teammates & design, create and implement technical
prototypes and game mechanics
To complete these projects I have worked closely with
programmers, visual artists & other designers while working in
an agile work environment
This experience has taught me how to work with them
and see things from their perspective.
​
​
​