Mark van Dieren
What have I worked on?

1.5 years
At Ronimo I worked on Blightbound

(internship) 36 weeks
During my internship I worked on porting several projects from PC to different platforms
Game(s) | Engine | Platform |
---|---|---|
The Escapists 2: Pocket Breakout & Human: Fall Flat |
Unity | Android/iOS |
Descenders | Unity | Xbox |
Corpse Party: Blood Drive | Unity (+ lua) | Nintendo Switch |
ibb & obb | In-house C++ engine | Nintendo Switch |
Hobby project: Mineclone
A Minecraft clone written in Rust
(custom engine)
Ambient occlusion
A Minecraft clone with a focus on performance and mod support.
Some features:
Some features:
- Increased world height. Minecraft's vertical limit is 384 blocks, mine is thousands
- Hot-reloadable gameplay scripting in my own scripting language
- (Limited) fluid physics
More images are available on my development blog
School project: Arboreal
Open world, adventure, farming. Unreal Engine 4
School project, team size: ~35
32 Weeks
Published on Steam
On this project I primarily did gameplay programming in C++ and blueprint. I made the time keeping system that is used for the calendar UI element and triggering weather events like rain amongst other things. I also made the farming system which has many different kinds of trees, support for flower bushes that affect nearby tree stats and weeds that can grow on patches of dirt.
Whenever needed I also helped some of the designers with blueprinting.
School project: Exiles of Auriga
A VR RTS built with a custom engine in C++
School project, team size: 8-17

A VR realtime strategy game, built with a custom engine.
First a very basic realtime strategy engine was developed by 5 programmers in 8 weeks. Then the team was expanded with 3 more programmers (which is when I joined the team). In another 8 weeks we expanded to VR and built more systems. Then finally the team was expanded to 17 members with artists and designers. And in 8 weeks we built the game Exiles of Auriga.
I worked on the collision detection, the opponent AI and supported the unit AI programmer.