top of page
Sicaria_Banner-JulianDeRooij.png
About Me

I am a Dutch Technical Game Designer / Mocap Tech with an Unreal Engine skillset and a passion for Animation-Based Systems
 

Currently studying at the Creative Media and Game Technologies course at Breda University of Applied Sciences. 

Build0.0.0.1.gif

Project Information

Martial Combat is a project I started in my free time where I try to create a cool martial arts inspired combat experience utilizing the new UE5 animation systems and my experience in mocap.

Responsibility Highlights

  • Created a data-table-based combo system that allows for in-game changing and updating of combos.

  • Streamlined the process of adding new attacks to the project.

  • Created a stamina system.

  • Created a combo chaining system.

UnrealEngine.png

Unreal Engine

pngaaa.com-5253047.png

Solo

Controller Symbol

Third Person Action

Clock.png

On and Off

Martial Combat

Technical Game Designer, Animator

Main Projects

| Timeframe: 8 Weeks

| Genre: Third Person Narrative

| Team Size: 16

| Platform: PC

Project Information

Responsibility Highlights

  • Designed the core Gameplay

  • Designed various Niagara VFX Systems

  • Collaborated with animators on animation integration in Unreal Engine

  • Acted as Interim Producer

Echoes Of Silence

Technical Game Designer, Producer

In Echoes Of Silence you take up the role of Yuto, a young man searching for his friend in the haunted city district of Kurokawa-cho

UnrealEngine.png

Engine

Unreal Engine

PeopleSymbol

Team Size

32 People

Controller Symbol

Genre

Third Person Stealth

Clock.png

Development Time

32 weeks

Sicaria

Technical Game Designer, Animator

Sicaria is a third-person stealth game set in ​Antwerp during the Eighty Years' War. You play as an engineer, a person capable of overcoming any challenge through your cleverness.

finalist-rookie-awards.png
badges-_0001_excellence.png
  • Designed and championed a Body-Carrying feature

  • Handled most custom animations for the project

  • Utilized Xsens mocap suits for gameplay animations and cinematics

  • Prototyped the enemy takedown system.

Responsibility Highlights

image_2025-03-17_102015875.png

| Timeframe: 32 Weeks

| Genre: Third Person Stealth Game

| Team Size: 32

| Platform: PC

Project Information

Responsibility Highlights

  • Combined animations and in-engine physics for a Body-Carrying feature

  • Handled most custom animations for the project

  • Utilized Xsens mocap suits for gameplay animations and cinematics

  • Handled various technical design tasks

Sicaria

Technical Game Designer, Animator

Sicaria is a third-person stealth game set in ​Antwerp during the Eighty Years' War. You play as an engineer, a person capable of overcoming any challenge through your cleverness.

finalist-rookie-awards.png
badges-_0001_excellence.png

The Rookies Awards - Nominated as Finalist 2024
Released on Steam to "Very Positive Reviews" (81%)

UnrealEngine.png

Engine

Unreal Engine

PeopleSymbol

Team Size

16 People

Controller Symbol

Genre

Third Person Narrative

Clock.png

Development Time

8 weeks

Candy Craving

Technical Game Designer, Producer

Candy Craving is a puzzle game where your goal is to eat all the little candies.

Solve puzzles to trap the running candies in a corner to eat them.

  • Designed and implemented the On-Rail camera system

  • Designed and implemented various Niagara VFX Systems

  • Shared the Producer role for my team with another student

Responsibility Highlights

Martial Combat

Technical Game Designer, Animator

Build0.0.0.1.gif

Project Information

Responsibility Highlights

Martial Combat is a project I started in my free time where I try to create a cool martial arts inspired combat experience utilizing the new UE5 animation systems and my experience in mocap.

  • Created a data-table-based combo system that allows for in-game changing and updating of combos.

  • Streamlined the process of adding new attacks to the project.

  • Created a stamina system.

  • Created a combo chaining system.

UnrealEngine.png

Unreal Engine

pngaaa.com-5253047.png

Solo

Controller Symbol

Third Person Action

Clock.png

On and Off

nuls5pzj56vy8-347506237.jpeg

Unreleased BHVR Prototype

Technical Game Designer 

Project Information

Responsibility Highlights

Worked together with a team from BUAS on an unreleased prototype for BHVR Interactive. Left halfway through to pursue an internship at Remedy Entertainment.

 I can show work done on this project in person upon request.

  • Designed core gameplay abilities.

  • Handled custom animation requirements.

  • Worked extensively with engine physics for gameplay purposes.

UnrealEngine.png

Unreal Engine

PeopleSymbol

13 people

Controller Symbol

NDA

Clock.png

10 weeks

Crown Defender

Technical Game Designer

Project Information

Responsibility Highlights

In Crown Defender you must balance your focus between fighting off waves of enemies and blocking off the orb of death from destroying your crown.

  • Wrote game logic in GD script.

  • Designed core gameplay loop

  • Created a handful of 2D sprites

icon_monochrome_dark.png

Godot

pngaaa.com-5253047.png

Solo

Controller Symbol

2D tower defense

Clock.png

6 weeks

Star Fire Remake

Technical Game Designer

Project Information

Responsibility Highlights

Star Fire was a project that i worked on with 2 other students where the objective was to recreate the 1979 arcade game "StarFire" in Unreal Engine.

  • Created a player-controlled "star" Niagara VFX cloud that gives the player the illusion of 3D movement.

  • Created a lock-on shooting mechanic with overheating, including the UI elements.

  • Co-created a technical design document along with my 2 peers.

UnrealEngine.png

Unreal Engine

PeopleSymbol

3 people

Controller Symbol

First Person Space Combat

Clock.png

4 weeks

Crazy Lily

Game Designer, Producer

Project Information

Responsibility Highlights

Crazy Lily is a high-octane top-down shooter set inside a decrepit nuclear submarine. Utilize a large arsenal of weapons to destroy the enemy sealife and fight your way through the submarine.

  • Handled production and team communication for the duration of the project.

  • Did most of the teams showcase presentations

  • Handled teams QA

  • Planned and held regular playtesting sessions.

  • Designed grenadier behavior, an enemy fish that lobs grenades at the player.

UnrealEngine.png

Unreal Engine

PeopleSymbol

14 people

Controller Symbol

2.5D horde shooter

Clock.png

8 weeks

Talisman Artisan (prototype)

Technical Game Designer

Project Information

Responsibility Highlights

Play as a cute mushroom with exceptional crafting skills and protect the land from mischievous spirits. I worked on the original Unreal prototype for this game before moving on to Echoes of Silence.

  • Designed and Implemented a "Caligraphy" minigame where players drew protective wards to use as upgrades for towers.

  • Prototyped a mortar and pestle mechanic for crushing ingredients, (present in final product)

UnrealEngine.png

Unreal Engine

PeopleSymbol

9 people

Controller Symbol

Topdown Tower defence

Clock.png

4 weeks

UnrealEngine.png

Engine

Unreal Engine

PeopleSymbol

Team Size

16 People

Controller Symbol

Genre

Third Person Narrative

Clock.png

Development Time

8 weeks

Echoes of Silence

Technical Game Designer, Producer

In Echoes Of Silence, you take up the role of Yuto, a young man searching for his friend in the haunted city district of Kurokawa-cho.

  • Designed the core gameplay loop and 2 mechanics.

  • I created and optimized several Niagara VFX systems.

  • Handled animation implementation in Unreal Engine

  • Acted as interim Producer

Responsibility Highlights

Other Projects

bottom of page