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Chill Bill

The world is too small for all its inhabitants, according to bill… Smash and slash your way through innocent people, so Bill feels chill again.

For Ludum Dare 38 I teamed up with illustrator Mathijs Vissers to create a videogame in 72 hours. The theme for this edition was "A Small World" and we decided to create a game about Bill, who thinks this world is too small for all these people. You need to "send people to another world" to calm him down.

I did the programming in Unity, Mathijs did the art and animation.

See the ratings and comments for this game.

April 22 - April 25 2017
#interactive #game #Unity3D #gamejam #Ludum Dare 38 #72h

Architect of Stories

An exercise in engaging the audience to create their own story, by giving them the bare minimum to work with.

An interactive installation that invites the audience to play. Tens of little creatures roam around in their environment, reacting to your presence. They are curious, but can be cautious with the presence of a new inhabitant. They will run away from you, or flock around you, trying to grab your attention.

A Kinect-camera tracks your body position and stance, and sends that data to a Unity3D based application. The creatures in this application will then react to your virtual body. This is all projected on the floor.

December 2016 - January 2017
#interactive #installation #Unity3D #Kinect #Immersive Storytelling

Machina

For the Ludum Dare 37 competition, the theme was One Room.

Haven't been able to flesh out my concept, so it became a tiny little "thing".
The idea was to time travel by putting objects from a certain time in a machine. The room you're in would then be transported to the time that object came from.
This idea was wayyyy to labour intensive to be realised in 48 hours, but here it is......

10&11 December 2016
#interactive #game #Unity3D #gamejam #Ludum Dare 37 #48h

360 office

The 360 video works on the following browsers: Chrome, Firefox, Internet Explorer and Opera

Quick prototype made in one day, to see how people behave in a 360 environment when they are impeted from different angles at the same time.

Because 360 video is a relatively new medium, filmmakers do not exactly know how to tell a story with this much freedom. There is no fixed frame, and the viewer can always decide to look away from a point of interest, possibly missing an important plot point.

In this video four people are working, but get obstacles thrown on their way. Each office worker has a different way to overcome this obstacle. The actions these workers perform try divert the viewers attention to different angles, by using spatial sound. But when you are looking at one person, you cannot see what the others are doing, possibly missing out on changes in the setting.
Because we use four seperate segments of the 360 view, we create four frames for the viewer to look at. This merges classic filmmaking with the new ways, giving the viewer a sense of comfort because they are accustomed to this way of watching film.

At the end we concluded that viewers were mostly attracted to the viewing-angle that was screaming for the most attention sound-wise, but you need to give the viewer some time to turn their body and find a comfortable stance. But when there is not much happening the viewer most likely goes looking around for something interesting to see.
Ideally the viewer gets attracted to one side by sound, gets some time to find the source, and then the visual information is given. This way the viewer won't miss out on important parts of the story.

Collaborators: Quintus Glerum, Lylouh van den Putte, Rianne van Os

24 November 2016
#interactive #GearVR #Unity3D #360 Video

Life Traveller

Exercise in creating a view on this world without having context of the existence and function of the things around us. As if you were a new born, and never have seen these things before. To enhance that feeling we tried to convert the textures and movements of the objects into sound.

I edited the video and sound-designed clip 3, 6, 7 ,8 & 9. Annemaaike van de Velden shot the footage and sound-designed clip 1, 2, 4, 5 & 10.

Collaborators: Annemaaike van de Velden, Lois Westra

26 September 2016-7 October 2016
#video #research in immersive storytelling #existence

Kaihoro - Build and Obliterate

I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro.

March 2016-September 2016
#audio #music #Logic Pro X #audio production #mixing

Dumpert Karting

Work in progress!

As a reaction to this video I decided to create a game around Go-karting ostriches. It's basicly a Mario Kart clone with a Dumpert theme. The models were made in Blender, the game is put together in Unity 3D.

play Dumpert Karting

July 2016-August 2016
#interactive #game #Unity3D #Blender

GRAIL Application

I cannot go into detail of this project, because it has not been released yet. The visual examples are of projects I did not work on.

For my internship I conceptualised and developed an application for Motekforce Link's GRAIL system. I used a selection of creative techniques to come up with several concepts. We used D-Flow, an in-house developed engine. I learned and utilized the LUA scripting language to build the application. Further into the development cycle we tested the application several times. I made the reports and drew conclusions out of the playtests.

February 2016-July 2016
#interactive #VR #serious game #revalidation #LUA

Racing

Exercise in creating a smooth racetrack model in Blender, with smooth collision of Unity3D's Wheelcolliders.

The intention was to make the car handling very arcade-like, so when you're driving a good line you won't have to brake. In the top of the screen is a boost meter that can be triggered by pressing spacebar, and gets filled by drifting.

January 2016
#interactive #Unity3D #Blender

Man Simulator

For the Ludum Dare gamejam I made a game in 2 days. The theme for this edition was "Two Button Controls".


See the ratings and comments for this game.

11&12 December 2015
#interactive #game #Unity3D #gamejam #Ludum Dare 34 #48h

Cutting Ties - Cutting Ties

I recorded, mixed and mastered the debut EP of the band Cutting Ties. I recorded, mixed and mastered the debut EP of the band Cutting Ties. I recorded, mixed and mastered the debut EP of the band Cutting Ties. I recorded, mixed and mastered the debut EP of the band Cutting Ties. I recorded, mixed and mastered the debut EP of the band Cutting Ties.

March 2015-August 2015
#audio #music #Logic Pro X #audio production #mixing

Kaihoro - Battlecore '15

I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro. I recorded, mixed and mastered the EP of the band Kaihoro.

March 2015-May 2015
#audio #music #Logic Pro X #audio production #mixing

Bass Fuzz Pedal

From a Bazz Fuzz schematic I designed an optimized Bazz Fuzz pedal. It can be used on guitar or bass, because of the lowpass filtering I added to the circuit. It has a Gain, Tone and Volume potentiometer and works on a standard 9v battery.

April 2015
#audio #guitar pedal #electronics

The Fast and the Flatulent

I joined in the Ludum Dare game contest, which had the theme "Entire game on one screen". I had to create a game from scratch in 48 hours. That included visual assets and audio. The game is about getting distracted while playing a video game. You have to control the car on the arcade machine while being harassed by a guy asking what's up.


See the ratings and comments for this game.

5&6 December 2014
#interactive #game #Unity3D #gamejam #Ludum Dare 31 #48h

Vergeet Mij Niet

Visual designer Derek Peters designed a mobile application to help the user remember. The application sends you a message when leaving a certain area, for example your house, with a picture of the item you have to bring. This application is inspired by the book "Moonwalking with Einstein" by Joshua Foer.

My role in this project is to code the app in HTML, CSS and jQuery.

Collaborators: Derek Peters

October 2014
#interactive #mobile application #Xcode #Phonegap

Random Music

I created an algorithm in MaxMSP that picks random notes, but are always matching together. The sound of the strings is made with the Karplus-Strong algorithm that creates sound with noise and feedback loops.

May 2014
#audio #MaxMSP #Karplus-Strong

Natural Interaction

Playable concept for a serious game made for Jeroen Bosch Hospital.
It's a two player online game designed to improve communication between two colleagues. The two players are sitting on a horse, but only one person sees where you are going, the other one sees the enemies that are chasing you. The players have to communicate where to go, and when to attack the enemies.

My roles in this 6-person group were conceptualising and creating quick prototypes. Later on, I implemented the assets in Unity3D and programmed the whole game in C#. I also implemented the complete multiplayer aspect of the game.

Collaborators: Matthijs van Son, Sophie Thijssen, Rein Lucassen, Marielle Verberkt, Bart Timmermans

April 2014-May 2014
#interactive #arduino #theater festival Boulevard #interactive installation

Desert Runner

Playable concept for a serious game made for Jeroen Bosch Hospital.
It's a two player online game designed to improve communication between two colleagues. The two players are sitting on a horse, but only one person sees where you are going, the other one sees the enemies that are chasing you. The players have to communicate where to go, and when to attack the enemies.

My roles in this 6-person group were conceptualising and creating quick prototypes. Later on, I implemented the assets in Unity3D and programmed the whole game in C#. I also implemented the complete multiplayer aspect of the game.

Collaborators: Thijs Reiling, Matthijs van Son, Sophie Thijssen, Rein Lucassen, Suzanne Hage

February 2014-March 2014
#interactive #serious game #Unity3D #CRM #Jeroen Bosch Ziekenhuis

Cosmic Swarm

First game I have ever finished and shared with the world.

A fast paced space shooter, which gets significantly harder every wave. Pickups, spaceships and fireballs randomly spawn around you while you try to stay alive. This game can be played in short sessions, but to finish the game you'll have to practice (and die) a lot!

Every wave introduces a new layer to the music, and only if you make it to the last wave you'll hear the full soundtrack in all it's glory.

January 2014
#interactive #game #Unity3D

Papercut

Exercise to test the possibilities in After Effects to combine paper cut out visual assets and realistic video effects.

December 2013
#animation #After Effects

Freerun GPS

I joined in the Ludum Dare game contest, which had the theme "Entire game on one screen". I had to create a game from scratch in 48 hours. That included visual assets and audio. The game is about getting distracted while playing a video game. You have to control the car on the arcade machine while being harassed by a guy asking what's up.

Oktober 2013
#Maya #Photoshop

Floodriders EP

I recorded, mixed and mastered the debut EP of the band Floodriders. I recorded, mixed and mastered the debut EP of the band Floodriders. I recorded, mixed and mastered the debut EP of the band Floodriders. I recorded, mixed and mastered the debut EP of the band Floodriders.

January 2013-June 2013
#audio #music #Logic Pro 9 #audio production

About Me

I am an Communication and Multimedia student that loves to create interactive experiences. I create small games and installations from top to bottom, including programming, audio and music, and some 3D modelling.

I have 4+ years of experience in Unity3D, and can create a whole game from scratch in C#. Other scripting languages I worked with are
HTML, CSS, Java, JavaScript & jQuery, C++ and LUA.

I pick up (new) technologies very quickly, and have created applications for
Samsung GearVR, Leap Motion, Kinect, Arduino, iOS and Android.

contact me: