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August 25, 2019
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Matthijs van de Laar's Blog

 

Some 20 years ago, I was born in a small town in Noord-Brabant, The Netherlands. Soon after that vital event, I discovered that I love to learn and that I was particularly interested in the creation of things. 

This wasn't just a fluke: Somewhere in high school I found out how to actually make games, besides playing them. When I was 16, I released my first commercial game, together with a dear friend, for the iOS platform - and I knew it was something I just had to keep doing. 

And so it went. I'm currently studying International Game Architecture and Design in Breda, at the NHTV University of Applied Sciences. Over the past three years I learned how to design, develop, build, create and produce games into great detail. In 2013 I decided to apply my knowledge to making some commercial games, rather than for an academic purpose, and to foster that I co-founded Twirlbound

At this point, I'm finishing up that bachelor course in game design and production, while doing part-time commercial projects on the side, with said company. In May 2015 we released our first game, With the Wind, which got featured in Apple's Best New Games category - we hope to really get our company off the ground now. In the meantime, I'll keep designing, developing, building, creating and producing all day long.

 

Member Blogs

Posted by Matthijs van de Laar on Tue, 04 Apr 2017 09:48:00 EDT in Design, Programming, Console/PC, Indie
This is a closer look at the structure of organisms in "Pine", an action adventure game about adaptation. Its species grow through genetics, have systemic foundations and are moved by intricate state machines.


Posted by Matthijs van de Laar on Fri, 15 Jul 2016 10:41:00 EDT in Design, Console/PC, Indie
More and more game designers are personalizing game experiences using dynamic rules and systems. What is vital to take into account? In this blog I look at some early lessons learned from designing and prototyping an adapting game in 4 months.


Posted by Matthijs van de Laar on Thu, 11 Jun 2015 01:07:00 EDT in Business/Marketing, Design, Production, Indie
Are you a hobbyist, part-time worker or student making a game on the sideline? In this article I go through some of the benefits and downsides of part-time game development, what this does to your game project and how to work with its limitations.



Matthijs van de Laar's Comments

Comment In: [Blog - 11/30/2018 - 10:00]

Some very nice thoughts, Keith ...

Some very nice thoughts, Keith I always keep stressing the fourth one in particular, especially in our current game with a heavy focus on systemic design. The fantasy and context will always help to explain mechanics to players, but they also help shape the design from a developer 's perspective.

Comment In: [Blog - 07/15/2016 - 10:41]

I think it 's a ...

I think it 's a logical step forward in AI design For us, the early idea arose when we were discussing how it 's weird that when players slay the first 4 enemies in a pack of 10, the other 6 will still run at you in the same way. ...

Comment In: [Blog - 06/11/2015 - 01:07]

Thanks for the addition These ...

Thanks for the addition These are nice complementary notes of a more technical nature.