haxis
Raytracer
fishnships
monclimb
haxis

Haxis

  • Gameplay Programmer
  • Unreal Engine 4
  • PC & PS4
Haxis is a moba-like game with teams of 2 fighting for controll over the center of the map.
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Raytracer

  • directx 11
  • HLSL
  • shader model 5.0
  • compute shader
A GPU raytracer made in directx 11
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Fish 'n Ships

  • Gameplay Programmer
  • Unity 4
  • PC
Fish 'n Ships is a sidescoller shooter where you lose your powerups if you get hit.
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Monsclimb

  • Gameplay Programmer
  • Unity 4
  • Android & IOS
Monsclimb is a mobile game where you try to climb a mountain with 2 monskeys at the same time.
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Haxis

  • Gameplay Programmer
  • Unreal Engine 4
  • PC & PS4
Haxis is a moba-like game with teams of 2 fighting for controll over the center of the map.
More Information
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CV

The past

I am Frank Dijkhuizen, a 22 year old programmer from The Netherlands.
I have always had a passion for computers, both hardware and software.
In the past I disassembled and assembled computers, and played a lot of games. But the last 3 years I have delved into programming.

The present

I am mostly a generalist programmer, working on every part of game development, but recently have also started working on graphics programming. I like the very visual aspects of graphics programming, in which you can immediately see any change you make.

The future

I would like to continue working on game programming in the future, but I have not yet decided at what part I would like to specialize. I will simply do what is needed until I have a clear reason or opportunity to specialize in something.

Games

I like to play games with a strategic element.
I also like games with a competitive element, therefore I have played a lot of rts's (red alert, total war, StarCraft and such) but also other games (League of Legends, civilization). Besides strategic games I have also played online games such as GTA 5, puzzle pirates and Runescape.
haxis

Description

Haxis is a variation on the MOBA genre in the way that players can create their own Skill Tree. The main gameplay goal: 4 teams (of 2 players) fight to control the Boss for a certain amount of time. Other teams can stop this by taking over minion-camps, to aid them in assaulting the Boss area.

My work

In haxis I worked on the abilities, creating the abilities as the designers designed them, and implemented the assets for the abilities. I also worked on animations, both the animationblueprints as well as the implementation of when to play what animation. As most of my work had to be accessible to designers to allow easily changed cooldowns, delays, damage and other numbers, all the abilities were made in blueprints, on top of a frameowkr I made in c++.
  • Gameplay Programmer
  • Unreal Engine 4
  • PC & PS4
  • 1 year
Raytracer

Description

My first GPU Raytracer , made in directx 11. There are still a lot of optimisations required, but it currently supports pointlights and cubelights, Anti-alliasing, depth of field, uses a BVH, with a surface area heuristic.
  • directx 11
  • HLSL
  • shader model 5.0
  • compute shader

Description

Fish 'n Ships is a tribute to the 80's arcade classic 'R-type'. In this game, players fly from left to right and shoot down hordes of enemies, all while trying to avoid obstacles. The game contains 3 levels, all of which have different playstyles and endbosses. Players can also pick up different kinds of weapons but can only hold 2 at the same time.

My work

Fish 'n Ships was the first game I ever worked on. I spent most of my time working on the enemy wave patterns, and on learning both the language and the engine. I also learned programming with another programmer and working with artists and designers in this project. While there were a lot of mistakes in the process, we all learned a lot both about the making of the game itself as well as about how to communicate in a team.
  • Gameplay Programmer
  • Unity 4
  • PC
  • 14 days

Description

Monsklimb is a game made for Android and IOS. It features 2 Monskeys, attached to each other by rope, climbing an endless mountain. Only 1 can hold on to the ice parts of the level and the other can only hold on to the rocky parts of the level. ​Because game is physics based, obstacles and hazards can make the player fall down. By picking up power-ups the player can get a boost to get higher quicker.

My work

I came into this project after the first 7 days to help with bugfixing and the tutorial implementation. Most of the base gameplay was already made and finished, with the exception of some bugs that I fixed.
  • Gameplay Programmer
  • Unity 4
  • PC
  • 14 days