My name is Wout van Poppel. I am a former Game Programming student from NHTV International Game Architecture and design in Breda, the Netherlands - having graduated in 2016 after four years of study.
Check the buttons below if you want to know more about me or my works.
A project made in two days for an in-house game jam at Codeglue B.V., when I worked there as an intern.
The game jam's theme was "Dream" and the games were required to make use of VR technology (i.e. the Oculus Rift DK2).
In this whimsical game, the player rummages through a heap of colorful objects with an elephant's trunk, aiming to find a particular item (requested by another player) from the heap.More information
A PlayStation Vita port of Arkanoid, developed in nine weeks, in a basic 3D engine written from scratch.
Stock Arkanoid power-ups such as size-shifting powerups and triple balls, are supplemented with new ideas such as striking the blocks with lightning through the touch screen and warping blocks around using the PlayStation Vita's internal gyroscope.More information
It is a quirky game where the player is a tipsy waiter in a restaurant, and their objective is to serve food to the customers before time runs out. The Sphero is used to balance food on the tray as well as move around the restaurant, and the EyeX tracks the eye movement of the player, who needs to look at each table specifically to see how much time is left.More information
A four-player maze game, developed on PC and PlayStation 4 in 14 weeks using Sony's PhyreEngine with a team of 18 developers.
Each player has to collect treasures in a pyramid and attempt to escape, while being either aided or hassled by the other players.More information
A vertical space shooter game, developed in Unity in 14 weeks with a team of 19 developers.
Customization is this game's primary feature, with dozens of ship parts and hundreds of combinations to create your own spaceship; and gameplay featuring several weapons to blast enemies to bits.More information
Showcasing a completely procedurally generated island environment.
Island shaped by Perlin noise on a demisphere, textured with a grass texture algorithm and colored Perlin noise for the sand and rock textures. Water textured by Worley noise and a Voronoi diagram. Also showcases procedurally generated brick textures.More information
Using OpenCL to generate a terrain heightmap on the GPU, using the Diamond-Square algorithm.More information