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Work

Here you can find a selection of different types of creative work that I've worked on over the years. Including virtual experiences, games, proprietary tooling, game jams, custom showcase sites, and more.






Virtual experiences

2021 - Manolo Blahnik - The Archives

50 years of shoe making on virtual display.

The biggest challenge for this project was to make the real time interactive space run smooth on older / midrange devices. Having a smooth decked out WebGL experience on an iPhone 7. The rooms are built with dynamic data, and adapt their size and design based on the content in it.

A lot of time went into coding the different light setups and indirect lighting straight into the material shaders. Using uniform data to take into account the dynamic display setup of the objects in the rooms.

In the end we were really happy we invested into a dynamically generated setup i.s.o. a static baked one, since a lot of content changes happened close to the deadline.

Roles / functions:
Technical director / client consultant, technical artist, WebGL dev, custom shader coding, custom tooling, 3D modeling, frontend dev, motion graphics, UI/UX.

Tools used:
VueJS, ThreeJS, VSCode, Photoshop, Blender, After Effects, custom build tools.

Collaborated with:
Ronin Amsterdam, Jesper Vos, Codeam, Colorbleed

Visit:
https://thearchives.manoloblahnik.com

manolo_blahnik_ta

2020 - Vredestein - New Horizons

Live event virtual launch of 4 new tires.

The pandemic hit, and the physical venue shows were canceled. Only 6 weeks until the launch of 4 new car tire models. The choice was made to shift to a virtual launch. This must have been the most intense project I've worked on.

Designers upped the idea of robot arms holding giant screens that would rotate and swivel. We only had 6 weeks to build the entire project, so I shot the idea down. But the idea lingered in my mind, and thought to give it a try and prototype the idea, just to see if it was feasible within a small time span. 2 days of learning a lot about inverse kinematics, and I have 3 working robot arms that move through a set of choreographed positions.

Making space to try things without direct consequences, can lead to fun and interesting creations. Even though this project was pretty extreme, the team energy and progress made was exhilarating. And apparently it showed since it won Site of the Month at the FWA.

Roles / functions:
Technical director, technical artist, WebGL dev, custom shader coding, frontend dev, custom tooling, motion graphics, UI/UX.

Tools used:
VueJS, ThreeJS, VSCode, Photoshop, After Effects, custom build tools.

Collaborated with:
Ronin Amsterdam, Colorbleed, 51North

Visit:
https://www.vredestein-newhorizons.com

vredestein_nh

Games

20XX - Alloy Assault Front Falcon

In development Hi-bit tactical mech platformer indie game.

This is the one project I have wanted to make since I was a teenager. A homage to all the games that inspired me when I was young.

A 2D highbit Retro videogame featuring: heavy mecha tactical warfare, shoot ’em up & platforming, crew management and crafting, graphic adventure storytelling.

I’ve been working on it off and on for a while. Building some prototypes, and switching different game engines (MonoGame, Gamemaker, Unreal Engine, Unity). Settling on Godot since it is open source, and a great community. The last few years I’ve been hammering hard on different disciplines like 3D modeling, music production and worldbuilding. Keep up with the progress via the website.

Roles / functions:
Full project (solo dev)

Tools used:
Godot, Aseprite, Photoshop, Blender, Ableton, custom build tools

Visit:
https://www.alloyassault.com

alloy_assault_ff

2023 - OXXO Music game

Mobile web based fast paced music game.

Making a high intensity music game inside of a web environment is quite the challenge. Especially if it features songs with high difficulty and pacing.

Using PixiJS as a graphics library, I built a custom class that would register touch events on the microsecond, register the finger position. The song note data will be compared to the input data with a delay margin (using Bluetooth headsets will have a 100ms to 300ms delay in audio). This makes input time extremely accurate, and has the added benefits that the song time could be rewound or moved anywhere and replayed. The input data is also used as verification to detect bots or hacks.

It was a lot of fun building this, and seeing it working well on different mobile devices.

Roles / functions:
Core game mechanics, WebGL dev, custom shader coding, VFX coding.

Tools used:
SvelteJS, PixiJS, VSCode, Photoshop, custom build tools.

Collaborated with:
Robot Kittens

oxxo_music_game

2019 - Ronin Christmas Game

Little christmas greeting molded into a game.

A fun little Fruit Ninja type game made in a couple of days as a holiday greeting. It was fun to figure out how to dynamically slice 3D geometry and add slow motion into the gameplay.

Roles / functions:
Technical artist, WebGL dev, frontend dev

Tools used:
Brackets, ThreeJS, VanillaJS, Photoshop.

ronin_christmas_2019

Proprietary Tool Development

2022 - Manolo Blahnik Proprietary Tools

Automating sophisticated shoe photo masking.

While working on the archive project for Manolo Blahnik, there was a request to display 360 views of shoes throughout the 50 years.

First we considered to model the shoes in 3D software. But the designs are intricate, and there would be up to 50 shoes to be displayed, so this would take a lot of time.

The second option was to shoot the shoes rotating in multiple photos and have a 3rd party cut out the shoes.

Having 50 (shoes) x 120 photo frames of intricate shoes with gems, frills, tassels masked out is a lot of work. Companies could not guarantee it would be done within the deadline.

As backup plan C, I started working on a prototype image edit tool that’s specifically built with the image composition and intricacies of the shoes in mind. After a few different approaches, it started to work well enough that I was confident it would work with some more development time.

Creating a mask atlas to have all the edits non destructive. An algorithm that looks at surrounding pixels and decides if it is part of the shoe or not, with certain biases to tweak per shoe. Ability to export the frames as a sprite sheet to directly use it inside the 3D website itself.

In the end it gave us the ability to get all the shoes post-processed, masked and exported to work inside the website directly, which saved a lot of time and money.

Roles / functions:
Technical Artist

Tools used:
VSCode, ThreeJS, Vanilla JS, PHP

Collaborated with:
Ronin Amsterdam, Manolo Blahnik

manolo_blahnik_tools

2019 - Lieuwe Board Designer Tool

Design custom wake boards quickly.

Lieuwe Wakeboards were going to celebrate their 10 year anniversary. And together with their marketeer had the idea of generating 100 unique board designs. Since all their boards are handmade, they are able to give each board a custom print.

I started thinking about generative art, and how it could be a way to be efficient with creating 100 unique designs. There was a budget for 3 days of work. So we built a tool that could generate designs quickly within a certain style frame and design rules.

Curation and preparing the prints became the big bottleneck issue, and ultimately the decision was made to create a total of 10 unique designs. All in all a fun project to work on, and cool to see your own design on a physical kiteboard.

Tools used:
Brackets, Vanilla JS, PHP

Collaborated with:
Ronin Amsterdam, Lieuwe Boards

lieuwe_board_design_tool

Game Jams

2023 - Reversi with Merci

2 day GameJam with the theme "Roles Reversed" in 2023

2 days (a weekend) of development time with a mandatory theme that is revealed on the Friday evening when this challenge starts. This year’s theme was "Roles Reversed".

I focused on mechanics first this year, especially the ricochet of bullets and collision detection. I also built a system to import SVG vector files to design levels early on. This gave me room to play with the system and level designs fast to figure out a good gameplay mechanic. In the end I was able to create quite a few levels using SVGs within the short time limit.

Roles / functions:
Full project (solo dev)

Tools used:
Vanilla JS, ThreeJS, VSCode, Photoshop, custom build tools.

Visit:
https://rensie.itch.io/reversi-with-mercy

reversi_with_merci

2022 - Dilly Dally Dice

2 day GameJam with the theme "Roll of the dice" in 2022

2 days (a weekend) of development time with a mandatory theme that is revealed on the Friday evening when this challenge starts. This year’s theme was "Roll of the dice".

I wanted to make a puzzle game this year, and thought I would make something where you have lots of dice rolling to add an extra layer of gameplay. I really overlooked how complex it is to roll dice in specific directions around a pivot since you cannot just mirror or rotate the animation around. Plus calculating all the collisions, and ways the dice were allowed to roll also took up a lot of time.

I got it working only 4 hours before the deadline, and had to build the rest of the game within those 4 hours.

Roles / functions:
Full project (solo dev)

Tools used:
Vanilla JS, ThreeJS, VSCode, Photoshop, custom build tools.

Visit:
https://rensie.itch.io/dilly-dally-dice

dilly_dally_dice

2021 - Chromatic Blaze

2 day GameJam with the theme "Joined together" in 2021

2 days (a weekend) of development time with a mandatory theme that is revealed on the Friday evening when this challenge starts. This year’s theme was "Joined together".

This year I focused on the different projectiles you see in shoot-em-up games, and tried to recreate them. Then I got into a big rabbit hole of creating an endless background animation with the concept of a floating city in the background that needs protecting.

I started drawing the main character and their robot parrot only an hour before the deadline. And the enemies only 15 minutes until the game jam locked submissions. The mechanics are sound, but I would have wished to focus a bit more on player gameplay feedback, and better designs and animation for the enemies.

Roles / functions:
Full project (solo dev)

Tools used:
Vanilla JS, ThreeJS, VSCode, Photoshop, custom build tools.

Visit:
https://rensie.itch.io/chromatic-blaze

chromatic_blaze

Custom Showcase Sites

2017 - Ronin Amsterdam website

Oldschool project showcase site with snazzy animations.

The ask was to create a website that would look and animate like they did in the Flash days.

The entire site is built into a HTML Canvas. There were animation libraries such as PixiJS and CreateJS but they lacked the speed and specific graphic abilities needed. So I built a custom render system for all the animations and interactions. This made it extremely smooth and fast, and would even animate well on an iPhone 1.

The 5K transparent images are precompiled from a JPG and a black and white PNG image (to save on image file size) by using available CPU calculation time while the site is loading.

It was meant to be a temporary site but stayed up longer than expected.

Roles / functions:
technical artist, frontend dev, custom build tools

Tools used:
Brackets, VanillaJS, Photoshop, custom build tools.

Collaborated with:
Ronin Amsterdam

ronin_site_2017

2017 - Herc Agency website

Video project showcase site with a bold design choice.

HERC is an agency that creates bold and colorful ad campaigns that lean heavy into subcultures. The website should reflect that vibe and aesthetic.

The ask was to have a website that features full video without any preloaders or loading times. Using animations to mask loading times, and having multiple files per video to keep bandwidth low on devices with smaller sized screens.

It turned out to be snappy and quick, and keeps the attention span.

Roles / functions:
Technical artist, frontend dev

Tools used:
Brackets, VanillaJS, Photoshop.

Collaborated with:
Ronin Amsterdam

herc_site

Archive

2008 - Karl Lagerfeld website

Website featuring personal selected work and inspiration.

Through Tommy Hilfiger Amsterdam office we got a request to build a personal website for Karl Lagerfeld. It was pretty much carte blanche and his assistant would manage the project.

We started designing the different sections for the site, and they were happy with the results. Other than swapping out some content there was minor feedback, which made us wary until the site finally launched.

Everyone seemed happy with the result, and made this one of the smoothest project launches I’ve worked on.

Roles / functions:
Technical artist, frontend dev

Tools used:
Adobe Flash, Photoshop.

Collaborated with:
Random Studio, Tommy Hilfiger

lagerfeld_site

2008 - Lipton Green website

Interactive stop motion animations.

This project was a lot of fun. It was a blast to see the physical stop motion sets being built, and thinking about all the elements that could be interactive within the site.

All in all it was a lot more work than expected, especially the cleanup and masking of all the objects in the still frames. But really satisfying to see it all come together.

Roles / functions:
Technical artist, frontend dev

Tools used:
Adobe Flash, Photoshop, After Effects.

Collaborated with:
Random Studio, CCCP, il luster Productions

lipton_green_site

2006 - WE prototype site

Interactive prototype developed with ActionScript.

While starting as a digital producer at TBWA, I saw a few art directors construct a physical model of a liminal space with printouts and poster boards for a pitch.

They were trying to use a webcam to simulate flying through the liminal space towards different locations. I told them it might be easier to build this in Adobe Flash. They asked the planning department if they could make time in my schedule for it, and the department gave me 8 hours to give it a shot. I built an interactive demo with 3 spaces using a basic depth scaling algorithm and some parallax movement.

Armed with the interactive demo and a big physical model in the center of the presentation room table, they came out smiling, raving and popping champagne. Felt very satisfying to contribute with a small amount of time, and make an impact.

Roles / functions:
Technical artist, frontend dev

Tools used:
Adobe Flash, Photoshop.

Collaborated with:
TBWA

we_site_prototype