About me
I'm a Level Designer with strong technical skills from The Netherlands, currently working at Climax Studios on an unannounced AAA project I have been learning and making games focused on the player experience for the last 4+ years.
I love level design because it requires great problem-solving, communication, collaboration, and technical skills. It is a fantastic puzzle of people and systems that is super fun to try and solve!

Responsibilities: Level designer
Working on an unannounced project
Associate Level Designer
At Climax Studios, I have been a full-time level designer. I am responsible for:
-
Getting levels through all stages of development from concepting to shippable,
-
Creating exploration, traversal, combat, and narrative spaces.
-
Working closely together with other designers, programmers, and artists to get a good running, beautiful level that plays well.
-
Scripted level events to create unique moments and puzzles
As a co-development studio I also work with the client to build levels that fit their vision.

Atan is an action adventure climbing game where you climb a gigantic colossus that is holding up the sky. Using your rope, anchors, and trusty bow you clear the path on this ancient being.
On this project I was fully focussed on level design building an onboarding level, one huge free and open level, and a challenging finally where the player is tested to their fullest.
This project required great teamwork between me as a level designer and the environment artists, concept artists, system designers, narrative designers, and QA team.
Atan
3rd person action adventure
Unreal Engine 5.3
32 weeks
35+ developers
Responsibilities: Level designer
.png)
Pango is a skill-based 3rd person platformer where you navigate through an ancient temple as a robotic pangolin
I was a Level Designer on this team where I oversaw the gameplay experience of 3 of the 5 levels in the game. These levels focussed on onboarding and introducing the player and level mechanics.
These 3 levels went through many revisions based on playtesting data and player feedback to create a level with the intended player experience.
Pango
3rd person platformer
Unreal Engine 5.1
12 weeks
17 developers
Responsibilities: Level designer, gameplay designer
.png)
Burrow Keep is a level created in the Trenchbroom engine for the game Quake. In this level, you fight your way from the bottom of a fort dug into the ground to to top.
This project focussed on level planning, blockouts, playtesting, and iteration.
Since I was the solo developer on this project I was also in charge of the environment art and lighting within the level.
Burrow Keep
Quake level
TrenchBroom
8 weeks
Solo project
Responsibilities: Level designer, set-dressing & lighting
.png)
This puzzle design kit is a set of tools that can be used by level/puzzle designers or gameplay designers to create puzzles that are heavily inspired by The Talos Principle.
This project focused on creating scripts that were accessible and easy to use by designers both for creating levels and for expanding functionality in the future.
The tools created were used to create a demo level that showcases all the toolset has to offer and contains some puzzle design exploration.