Mark van Dieren

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25
Wassenaar
English & Dutch
Email
LinkedIn

Generalist programmer, with a preference for engine/systems level development

NHTV Graduate

Rust C++ C#
Unreal engine Unity
Perforce Tortoise SVN GitHub Desktop

What have I worked on?


Ronimo


1.5 years
At Ronimo I worked on Blightbound


Codeglue

(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:
  • 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.