How I work

Development Cycle

2

Develop

I define actionable tasks and do the work. The client stays in the loop. I build a demoable product for each development phase.
3

Deliver

Besides internal testing I plan client tests for each development phase. We discuss feedback and solve any remaining issues.
1

Plan

Everything starts with a vision. I turn user stories into clear requirements. We define the MVP and final product.
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Best Practices

I believe in best practices to build high quality products.

From concept to final product

Planning is key to achieve what you set out to do within a given budget. What are we going to build? How are we doing that, why, and how much time will that take? A crystal clear development plan answers all questions before developing and lays a path for prioritization.

Human-centered design

I have multiple users in mind when I design experiences. The end user, who should be able to use the product intuitively. Plus anyone else who is part of the development cycle, from co-creators to stakeholders.

Audio is half of the experience

Audio provides a feel, a sonic addition that is engaging and informative. Great sound design is smooth - it enriches the story, rather than exposing a void when it is overlooked. Something that is visual, usually makes a sound, then it becomes alive. We take sound for granted in real life, so let's aim to make virtual worlds just as convincing.

Building-block philosophy

Component-based architecture is one of the major strengths of Unity. I like to build generic and maintanable components. I stitch logic together using composition rather than over-inheritance. Ultimately reducing production time and creating something that's modular and maintainable.

Solid code

I aim for a balance between flexibility and simplicity, ensuring code is easy to read, maintain, and extend. I use design patterns where needed. In that sense, my approach emphasizes scalability and long-term sustainability, supporting both immediate project goals and future development needs. I follow Unity's C# style guide for consistent code quality and appreciate code reviews as learning opportunities to improve my skills.

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My tech stack

Unity & C#

I started with Unity 5 during the bachelor Creative Technology at the University of Twente.

Fast forward to 10 years later, I am experienced with all major Unity LTS releases.

I'm currently exploring Unity 6 with its exciting new features.

I'm a C# veteran as it is Unity's supported programming language.

I am familiar with packages like XR Toolkit, Mixed Reality Toolkit, Oculus/Meta SDK and also deprecated toolkits like VRTK.

I follow common best practices in development, such as code formatting, project organization, prefab usage and many more.

Microsoft Visual Studio is my go-to IDE and preferred choice. I also work with JetBrains Rider.

IDE

I have worked with various version control systems, in chronological oder:

• Subversion (SVN)
• Plastic SCM
• GitHub

Nowadays I like to work with GitHub for Unity projects.

Version Control

Ableton Live 12 is my DAW of choice.
I have been producing music and designing sounds since 2013 and made the switch from FL studio to Ableton Live in 2020.
For quick edits I use Audacity and sometimes Adobe Audition.

Game audio tools and Spatial Audio SDK's that I have worked with are FMOD, Google Resonance and Steam Audio.

I like to program my own audio components in Unity for custom behaviour, including volume fading, sound scattering, parameter randomization and occlusion.

I'm constantly exploring new ways of configuring and connecting music hardware in my home studio. This constant curiosity taught me a lot about audio routing, recording and processing.

Audio

Other software that I use for my work includes Adobe Photoshop, Adobe Premiere and paint.net among others.
I have web development experience that I use for creating this website.

Other