Who am I?
Hi, my name is Sonny. I’m a game designer who loves to create polished gameplay systems, to improve the project’s quality.
Specialized in designing scalable systems, and technical implementation. Eager to keep developing myself and not afraid to pick up new challenges.
Projects
Oh, Bugger! (2025)
System & Tech Designer
First-person shooter where you fight to exterminate an infestation of alien spiders. Combine your resources, like guns and various abilities, to get rid of this pest.
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My Responsibilities
Enemy Management Systems.
â–¸Designing systems to improve overall gameplay.
Player Combat Systems.
â–¸Designing abilities that support a powerful feeling.
Enemy Feeling.
â–¸Iterating on enemies to support a beatup experience.
Profiling & Optimizing.
â–¸Optimizing game systems.
River Tale XR (2024)
System & Tech Designer
River Tale is an immersive Co-op XR adventure that uses custom controllers. Navigate the ship with physical props while trying to survive attacks of enemies.
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My Responsibilities
Enemy & AI design.
â–¸Full ownership; providing a challenging environment.
Gameplay systems.
â–¸Developing systems to improve immersion & game feel.
Game Optimization.
â–¸Profiling & optimizing systems.
Testing & iterating.
â–¸On all game systems.
MowDown (2023)
Game System Designer
Mowdown is a fast-paced PvP party game where you battle another player with objects that you mow over. The game is all about coordination and strategical choices.
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My Responsibilities
Designing 3Cs.
â–¸Worked on the feeling of the players.
Player abilities.
â–¸Designed, tested, and iterated upon.
Respawn system.
â–¸Designing & improving a co-op respawn system.
Testing and balancing.
â–¸All systems based on playtests.
Other Projects & Game Jams
Sporadic
In this puzzle platformer you play as a spore that can overtake other entities with its roots. Use this to make your way through all levels and escape from the lab.
Engine: Unreal Engine
Team Size: 14
Duration: 3 days (Game Jam)
Role: Gameplay Designer
Designed, documented and tweaked the core mechanic for this game. Designed different player types, implemented and tweaked the 3C’s.
SOULS-like 3C’s
Basic set-up for a souls-like game. Containing key features and AI.
Engine: Unreal Engine
Team Size: Solo
Duration: 2 weeks
Role: Game Designer
Analysed and reverse engineered Elden Ring’s character set-up. Documented about and remade all core features in Unreal Engine.
Implemented multiple AI types to enjoy combat with.
Bubble Brawlers
Local party game in which you play as a bubble person. You try to win by making the other bubbles pop. Push others in sharp objects and be the last one standing.
Engine: Unreal Engine
Team Size: 10
Duration: 2 days (Game Jam)
Role: System Designer
Helped to create a custom physics system. Designed the UI for the kill feed.
Created the player 3C’s, and abilities. Co- created character customization.
Libble Rabble Remake
Control two characters simultaneously, and use the line between the characters to create a closed loop. Everything within the loop will give you points. Stay alive, act before the time runs out, and try to get a high score.
Engine: Unreal Engine
Team Size: Solo
Duration: 8 weeks
Role: Gameplay Designer
Recreated the moment to moment gameplay that exists in the arcade classic, Libble Rabble. Reverse engineered, and implemented the systems from the original game. Created a complex collision detection system (link to collision source) to detect what is inside the loop.
Fishing Simulator
A fishing game in which your goal is to catch and collect all the different types of fish. Upgrade your gear to be able to catch
new types of fish.
Engine: Pygame (VSC no engine)
Team Size: Solo
Duration: 6 weeks (on-going)
Role: Gameplay Designer
Created gameplay by designing systems and balancing a core loop. This project was made from scratch in Python to learn
how the syntax works and improve on it.
Protect the Chest
Twinstick shooter in which you try to protect the wandering
chest from enemies who try to attack it.
Engine: Unreal Engine
Team Size: Solo
Duration: 6 weeks
Role: Gameplay Designer
Designed and implemented multiple types of AI and weapons. Created an interactive upgrade system.
Created a game manager, that scales difficulty over time.
Galaga shader
No game this time but a shader I developed. Inspired by the Galaga background.
Engine: Shadertoy - GLSL & HLSL
Team Size: Solo
Duration: 4 hrs
Role: Technical Designer
Tried to recreate the background from galaga for a new project. Using GLSL and shadertoy, and afterwards converting it to HLSL for a custom-node in unreal engine. This was my first shader and I tried this to expand upon my knowledge.
(link to shader source)