• Velocity VX screenshot - Kit van de Bunt
  • Velocity VX screenshot - Kit van de Bunt
  • Velocity VX screenshot - Kit van de Bunt
  • Description:

    This is a Science fiction racing game inspired by wipeout. It started of at school as a normal racing game but I continued I my free time and changed it into this. Bezier Curve Editor Ship More about shader

    My Contributions:

    Programming and level design

    Info:

    Name: Velocity VX
    Production Time: 4 weeks(school) 2weeks(free time)
    Date: December 2014/May 2015
    Engine/language: Unity3d/C#
    Platforms: PC
    Tools: my own bezier curve race track editor

    Team:

    Kit van de Bunt programmer
    Joppe Min artist
  1. QSource Code
  2. Play Game
  3. Android Apk
  4. Comment
  • Insomnia screenshot - Kit van de Bunt
  • Description:

    A platformer boss fighting game

    My Contributions:

    Programming

    Info:

    Name: Insomnia
    Production Time: 9 weeks
    Date: april 2015
    Engine/language: Unity3d/C#
    Platforms: PC
    Tools: 2dToolkit, Spine runtime

    Team:

    Kit van de Bunt programmer
    Coco Visman artist
    Elvira Batenburg artist
    Vince van de Wijngaard artist
    Iris van der Velden artist
    Aaron Ligthart artist
  1. QSource Code
  2. Play Game
  3. Comment
  • Sub Defense screenshot - Kit van de Bunt
  • Description:

    A underwater tower defence/shooter. Mutated fish are attacking the base and you have to stop them by building towers,placing mines and shooting.

    My Contributions:

    My Major contribution were the player mechanics, enemy behaviour, tower behaviour, gui and most particle effects. The ItemManager is probably the most important script I wrote. I also made different versions of the player movement script until I found something that I and the rest of my team liked. But the most complicated piece of script I wrote is the probably the tower rotation. It estimates a position to shoot at Because the bullets are not fast enough to shoot at the current target position. I ported the game to psvita in my free time.

    Info:

    Name: Sub Defense
    Production Time: 5 weeks
    Date: January 2014
    Engine/language: Unity3d/C#
    Platforms: PC, PSVITA

    Team:

    Kit van de Bunt programmer
    Ted de Vos programmer
    Joppe Min artist
    Sophia Mendoza artist
    Daniel Hoefsloot artist
    Vince van de Wijngaard artist
  1. QSource Code
  2. Play Game
  3. Comment
  • terain generation screenshot - Kit van de Bunt
  • terain generation screenshot - Kit van de Bunt
  • Description:

    Terain generatin using libnoise, shaderforge and Unity.

    My Contributions:

    Info:

    Name: Terrain generation
    Production Time: 2weeks(free time)
    Date: July/August 2015
    Engine/language: Unity3d/C#
    Platforms: PC
    Tools: shaderforge
    Libraries: libnoise

    Team:

    Kit van de Bunt programmer
  1. QSource Code
  2. Play Game
  3. Comment
  • Gravity screenshot - Kit van de Bunt
  • Description:

    This was the first time I used unity for a month long project and I learned a lot. We created a platformer/puzzle game where You play a chimp who is imprisoned in a spaceship/laboratorium. You gain the ability to switch gravity and you use it as your chance to escape.

    My Contributions:

    I Build the level. A part of it is created with tiled and loaded with 2dtoolkit. I also used 2dtoolkit to create atlases and do al the animation. My other contributions are the Player mechanics, camera Movement ,enemy movement, check points and probebly some more.

    Info:

    Name: Gravity Chimp
    Production Time: 4 weeks
    Date: October 2013
    Engine/language: Unity3d/C#
    Platforms: PC, Android
    Tools: 2dToolkit

    Team:

    Kit van de Bunt programmer
    Kerim Birlik programmer
    Jasper Boerstra artist
    Dejorden Moerman artist
    Ton Eykenboom artist
    Maarten Kemp artist
  1. QSource Code
  2. Play Game
  3. Android Apk
  4. Comment
  1. QSource Code
  2. Demo Low Quality (1200 rays cast per light)
  3. Demo High Quality (3600 rays cast per light)
  4. Comment
  • Dashavatara screenshot tutorial - Kit van de Bunt
  • Description:

    A runner game. You have to switch between 3 different Avatars of the god Vishnu, and use their abilities during the game to overcome obstacles. The goal off the game is to eradicate evil forces and restore the dharma the order that makes life and universe possible.

    My Major Contributions:

    • Player Mechanics
    • Most off the Game Mechanics
    • Level loading from json
    • Using nape physics
    • Animation Factory to remove loading time during game
    • Reducing draw calls
    • Using ATF textures to reduce loading time and memory consumption
    • Profiling and optimizing with adobe scout

    Info:

    Name: Sub Defense
    Production Time: 8 weeks
    Date: May 2014
    Engine/language: Adobe Air runtime/AS3
    Platforms: Android(Adobe Air runtime)
    Tools: adobe scout(profiling), adobe atf tool(Textures)
    Libraries: Starling, StarlingGraphics(used for debug draws), Nape Physics, SpriterAS(Animation)

    Team:

    Kit van de Bunt programmer
    Ted de Vos programmer
    Aaron Ligthart artist
    Lieske TimmerMans artist
    Iris van der Velden artist
    Sanne Oudshoorn artist
    Merel van der Velden media manager
    Prisilla Schaap media manager
    Pim van Ballegoijen de Jong media manager
  1. QSource Code
  2. LGoogle Play Store
  3. Comment