IT Professional & Game Designer

I’m a freelance game developer and designer from The Netherlands. I’ve worked on Age of Wonders: Planetfall and I’m currently working on several projects. My main expertise lies in:

  • Programming and scripting
  • System Design
  • Narrative Design
  • Level Design

I’ve got working experience with:

    • Unity
    • Unreal
    • Coding for game engines
    • Game Maker
My goal is to create innovative and fun interactive experiences while keeping in mind the scope of the project and the studio’s tools & technology.

Linkedin Pepijn van Sinderen

This site contains samples of project I have worked on. Additionally, you will find blog posts about games and game design.

HexaCore – a visual puzzle game prototype

This is HexaCore, the prototype of a puzzle game I’m working on. HexaCore is a puzzle game in which the player completes line puzzles on a hexagon grid.

The player’s goal is to power all the endpoints in order to proceed to the next level by transporting and converting the starting resources. This is done with the factories provided (on the right) and paths drawn on the board.

Check out the controls under read more and download the demo to start playing!

HexaCore v0_65 (control scheme below)

Continue reading HexaCore – a visual puzzle game prototype

Hannibal – A real time tactical base infiltration game

Hannibal, named after the general, is a personal project that I’ve been working on a semi-regularly basis. Everything in this game was made by me except for the sounds and character animations. In Hannibal, you control a team of mercenaries, tasked with infiltrating a base (stealthy or otherwise).

In this post, I’ll go over the demo level that I’ve build to test the game on a convention floor. The objective of the demo is to obtain research data and escape with it.

Download Hannibal

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Developing Planetfall’s Operation System

Planetfall’s operation system was adapted out of the magic systems from the Age of Wonders (AoW) series. We looked back at the series at how magic changed over the instalments and what the impact of the various systems was. My task was to help shape the new operation system (so the old magic system), which needed to be re-invented after going from a fantasy to a sci-fi setting.

Continue reading Developing Planetfall’s Operation System

SoundPulse – A visual scripting framework for sound in games

SoundPulse is a visual scripting system that I created so our audio designer could work on the game without having to be involved in code. With SoundPulse, I wanted to achieve several goals:

  • Tweak and create new sounds with the game running
  • Provide a way to program sounds without having much experience
  • Create a portable framework to handle sounds in all my game projects

Let’s go over the system, it’s workings and the results.

Continue reading SoundPulse – A visual scripting framework for sound in games

Examining the Jail mechanic from Dota Underlords

I’ve been playing Dota Underlords for the past few weeks. I liked the original Dota Autochess mod, but stopped when playing it became routine. Underlords tries to keep the game fresh by removing a new set of pieces from play every 24 hours. This is an elegant system to create a new meta every day. Let’s examine how well that is working out.

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Redesigning AoW3’s Quest system for Planetfall

One of the first things I did at Triumph Studios was redesigning AoW3’s quest system for Planetfall. The system needed to be more reliable, interactive with other systems and balanced. Working together with the programmers of this system, we managed to improve the system enough to build the entire campaign around it. 

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