These are most of the games I've worked on from the last 2.5 years.
These games are my Personal Projects, Game Jams and School Projects.
Bullet-hell Metroidvania game.
The game released in Jan 2023
It recieved overwhelmingly positive (98%) review score with over 1.400 individual reviews
The game was made by team of 3 consisting of 2 Designers (myself included), and 1 artist. Additionally there was a sound design team Syncontour and an extra artist who helped from time to time.
My role in the development was:
Game Design
Programming(C#)
UX Design
VFX
Level Design
3D puzzle game.
Made for the WOWIE Jam 2022, We ranked 124rth overall, ranking 7nd in Art, and ranking 57nd in Fun. Among a total of 1013 submissions.
Development time was 3 days total
Made by a team of 2 Designers (myself included).
My role in the development was:
Solo Artist
Solo VFX Artist
Co Game Design
Co Puzzle/Level Design
Play now:
3D GPS based City builder Mobile Game.
Made over a span of 4 weeks.
Made by team of 6 consisting of 3 Designers (myself included), and 3 artists.
My role in the development was:
Game Design
Programming(C#)
UX Design
Prototyping
Some 3D modelling (Blender)
Play Demo now:
Itch.io (Android Only): https://dyocc.itch.io/wallking
3D Story-driven Management game.
An applied game made for the "Stockholm Resilience Centre", and made to spread awareness about the state of the ocean.
Made over a span of 8 weeks.
Made by team of 6 consisting of 1 Designer (me), 2 artists, 1 Developer, 1 Audio Designer, 1 Researcher/Writer.
My role in the development was:
UX Design
Game Design
Programming(C#)
Prototyping
VFX
Play now:
Itch.io: https://guuzz131.itch.io/seaeo
2D Hotel management Balancing game.
Made for the Global Game Jam NL 2022, We ranked 3rd overall, ranking 1st in Theme, and ranking 2nd in Game Design. Among a total of 85 submissions.
Made over a span of 2 days.
Made by team of 3 consisting of 2 Designers (myself included), and 1 artist.
My role in the development was:
Game Design
Programming(C#)
UX Design
VFX
3D racing game with shooter elements.
Made for the Mini Jam 118: Final Boss, but the team and i didn't really enjoy the theme and limitations and created our own game out of it.
Made over a span of 2 days.
Made by team of 3 consisting of 2 Designers (myself included), and 1 artist.
My role in the development was:
Everything about the player like:
Programming the player controller
VFX
Fine-tuning controls
UX Design
A bit of Game Design
A bit of 3D modelling (Blender)
Play now:
https://dion-peek.itch.io/charriot-race
2D Hard Platformer game with unique movement.
Made over a span of 2 days.
Made for the Global Game Jam NL 2021.
Made by team of 5 consisting of 3 Designers (myself included), 1 artist and 1 developer.
My role in the development was:
Programming(C#) player movement
Game Design
UX Design (player movement)
Play now:
Itch.io: https://dyocc.itch.io/amputated
2D top down prototyping game for experimenting with player visibility in game.
Made within ~20 hours.
Solo project.
In the development of Into the Dark I was mainly focussed on Level Design and Mechanic Design.
Play now:
2D twin stick driving game.
Made as a prototype for me to test my ability in making vehicle movement and making it feel good.
Made within ~30 hours.
Solo project.
In the development of SCP-053 I was mainly focussed on UX Design and Mechanic Design.
Play now:
Itch.io: https://guuzz131.itch.io/sc-052
2D Escape room Puzzle game about the spreading of Fake News on Social Media.
Made on and off for over a period of 4 weeks.
Made by team of 3 consisting of 3 Designers (myself included).
My role in the development was:
Level Design
Game Design
UX Design
Play now:
Itch.io: https://guuzz131.itch.io/post-it
3D Storytelling game about a Millionaire going to a new planet.
Made over a period of 2 weeks.
Made by team of 4 consisting of 1 Designer (me), 2 artists and 1 Interaction Designer.
My role in the development was:
Programming(C#)
Game Design
VFX
Play now:
2D top down prototyping game.
Made within ~20 hours.
Solo project.
In the development of Samurai Shopping, I was mainly focussed on Mechanic Design.
Play now:
3D Open World game about a relaxing experience.
Made over a period of 6 weeks.
Made by team of 6 consisting of 3 Designers (myself included), 2 artists and 1 Developer.
My role in the development was:
Game Design
VFX
Level Design
Team Lead
Play now:
2D top down prototyping game for experimenting mechanics used in a personal project I've been working on.
Made within ~15 hours.
Solo project.
In the development of No Light Without Shadow I was mainly focussed on Mechanic Design and UX Design.
Play now:
2D platformer puzzle game with the unique mechanic of ever-growing hair and blocking of routes yourself.
Made within ~8 hours.
Solo project.
In the development of Rapunzel's Tower I was mainly focussed on Mechanic Design and puzzle level design.
Play now: