Portfolio

Cause to Exist (Demo/WIP)

3D Combat Platformer | Since 2025

1+ Year

Unity

Passion
Project

Cause to Exist, a fast-paced, first-person combat platformer, throws you into a corrupted, living world shaped by anxiety, fear, and self-doubt. Thrown into this surreal inner landscape with no memory of how you arrived, you become Yuno, armed with newfound powers gifted by this place that aid you in the battles ahead.

Run, grapple, and fight through twisted representations of Yuno’s deepest insecurities. In this hostile yet strangely intimate and familiar world, power comes at a cost, and survival means facing what you’ve tried to forget. Every leap and battle pulls you closer to the truth behind her heartbreaking story.

As the Narrative Designer for Cause to Exist I've created the story of Yuno. Yuno is a young adult that is starting to find out that she's living the life the people around her want her to live. She's always listened to what others thought of her, obeyed her parents wishes and followed the people she was close too. She's followed them into a life she didn't want. Now that those people are starting to disappear, she's unsure how to live on.

My main goal is to create a gameplay experience that compliments the narrative. A main theme throughout the game is her anger towards her insecurities, fears, and past mistakes. I want the players to feel her anger and I'm trying to achieve that by making the enemies representations of those insecurities. Insecurities the players might relate too.

I'm currently working on implementing the narrative into the game through small cutscenes, gameplay interactions and environmental storytelling. Besides the narrative I'm working on level design & marketing.

Team Soulskrad:
Developers
Eme de Wal | Programming & Combat Design

Designers
Robbert Sloof | Narrative Design, Level Design & Marketing
‍
Artists
‍
Floris Koelemaij | UX/UI
Louiza der Kevorkian | Creature Art
Ell | Creature Art
Jade Elvira Rosendahl | Creature Art
Marissa van Beek | Environment Art & Animation
Mirthe Volman | Environment Art
Thijmen | VFX & Character Art

Producers
Ilyas Ben Haddou | Producer

^ Click to see more ^

Wanderlost Project

Unannounced | 2025-2026

8 Months

Unity

Internship

During my Narrative Design Internships at Wanderlost Interactive I've created the location Willowshade with various NPCs, quests, and branching dialogue for an unnannounced project.

Miscommunication and Perspective are a big theme in this area. The player is able to choose sides in this conflict which would result in different outcomes, rewards and/or punishments.

Besides this I've also made prototypes for 2 other locations. Since this is a still unannounced project I won't be able to show or tell much more.

Including art by Team Wanderlost | ^ Click to see more ^

Pinsanity

Roguelite Pinball | 2026

4 months

Unity

HKU/Miniclip
Project

Itch.io

Pinsanity is a mobile roguelite game that combines classic pinball mechanics with enemy-filled combat arenas. Players control a living pinball, using flippers and skillful shots to defeat enemies, build massive combo multipliers, and collect upgrades to create unique builds each run.

In collaboration with Miniclip.

As the sole game designer I've designed the gameplay loop, UX/UI, levels & sound.

As narrative designer I took this as an opportunity to look into more simple commercial narratives for mobile games. Especially focussing ways to create the possibility for an endless sitcom-esque narrative, so that Miniclip could keep expanding the game after the game's published. Similar to games like Gardenscape, Candy Crush, Archero, etc.  

Developers
Daniël Berghorst | Programming
‍
Game Designers
Robbert Sloof | Game Design

Artists
Jia Yue Cheung | 2D/3D art & UI
Ilyas Ben Haddou | 3D art & Producer
Taran van Stel | VFX

In collaboration with Miniclip

TTRPG Game Master

TTRPG Worlds & Campaigns | Since 2022
Art of the Crystallisation campaign by Louiza der Kevorkian:

4+
Years

Obsidian

Passion
Project

I started playing TTRPGs in high school and started creating my own worlds and campaigns in 2022.

I've been a game master for 3 one-shots and 4 campaigns. I'm currently running 2 more games. All of these campaigns and worlds they are ran in, have been created by myself.

Most of my campaigns are ran in my world Vrasul. A world that started with a silly Halloween/Christmas one-shot and has grown into a world where realms have started to collide, creating dangerous and unfathomable events.

Including art by Louiza der Kevorkian | ^ Click to see more ^

Tatris: Block Out

2D/3D Narrative Puzzle Game | 2025

2
Weeks

Unity

HKU
Project

Itch.io

Tatris: Blockout is a small experience that blends classic puzzle mechanics with an introspective, interactive story that explores themes of self-isolation.

The game appears to be a regular Tetris game at first, but as the player progresses, strange bricks begin to fall. Ones that don’t quite fit and form fragments of a story. Slowly, it becomes clear that the character your playing hasn’t been outside in a long time. As the game continues to break down, reality starts to seep in. Interacting with these intrusions allows the player to step away from the game and eventually leave their room.

Design:
I designed a major part of the game's narrative experience, shaping how the mechanics reinforce the character’s isolation and gradual re-engagement with the world.

The main things I designed in this project were the following:
- The interactions between the player, the custom blocks and their consequences.
- The change in behaviour of the game if the player doesn't choose to interact with reality.

Programming:
- The interactions between custom tetris blocks,
- The changes in gameplay throughout the game (lessening saturation, slowing down of the game, appearing of silhouette, etc.)

Developers
ModderOwls | Programming
‍
Game Designers
Robbert Sloof | Narrative/UX Design & Programming
Valéria van Pamelen | Narrative Design & Programming
Nicolas Perez | Narrative/UX/Sound Design

Artists
Louiza der Kevorkian | 3D Art

Romoliths

3D Platformer Puzzle Game | 2025

8
Weeks

Unity

HKU
Project

Itch.io

Romoliths is a vertical slice for a 3D platformer puzzle game in which you assume the role of a golem on a quest to restore light and color to their world by creating connections with others.

The game is meant to symbolize the importance of creating connections, socializing, teamwork, and communicating.

I took on the challenge of translating ROM's goal (explaining the value of participating in ecosystems) into gameplay with a fitting narrative.

Various mechanics, story elements, etc. I've designed to make this goal a reality are:
- The connections that need to be made between golems. ROM wants to connect companies with each other and create a cooperative ecosystem of companies in the region of Utrecht. These connections showcase the importance of networking & cooperating with others to create a better environment.
- The impact of connections. Making connections makes the environment more colorful, dissapates darkness & opens up new areas to make more connections. This also draws parallels with the way networking works, opening up new opportunities through connections.

Furthermore, I've designed the level layout & environment within the playable area.

Developers
Eme de Wal | Programming & Player System Design

Designers
Arman Aryob | Cinematic Director & Level Design
Robbert Sloof | Narrative & Level Design
Casper Thijsen | Sound Design & Composer
Olle van Zanten | Research
Timo Dijkstra | Research & programming

Artists
Mirthe Volman | Character Design & Concept Art
Jade Elvira Rosendahl | 3D assets & environment design
Floris Koelemaij | UI art, Environment animations, Concept art & VFX
Ilyas Ben Haddou | Producer, World Layout, Environment art‍

^ Click to see more ^