Hi, I’m Feiko!
I’m a Game Developer from the Netherlands, passionate about creating engaging & moving experiences that bring people together.
With over 2 years of industry experience, I hold a BSc in Game Development and an MSc in Games Research. Below, you can find my portfolio, highlighting some of work.
ARID 2.0
Main Roles: Lead Game Design, Business Development
Development of an untitled sequel to Arid, alongside founding and expanding Viscacha Studios. This dual role involved not only designing immersive survival mechanics but also establishing the business structure, securing funding, and building essential industry relationships, all while actively driving the sequel's development.
Some of my contributions:
Designed and implemented new core gameplay systems that enriched the player’s sense of immersion and supported dynamic storytelling within the game’s existing IP.
Established Viscacha Studios’ legal and financial structure, securing a strong foundation for sustainable growth.
Worked closely with multidisciplinary teams to prototype, refine, and implement new gameplay features, ensuring alignment with project vision across design, art, and engineering departments.
Led the development of pitch materials, production schedules, and budget forecasts, securing funding to support ongoing development.
Represented Viscacha Studios and Arid 2.0 at major conferences like GDC, Gamescom, and INDIGO, establishing valuable industry connections and expanding the studio’s visibility.
Utilized tools like Perforce, Asana, Jira, and Jenkins to maintain project momentum and alignment across a distributed team.
ARID
Main Role: Lead Game Design
Supporting Role: Technical Design
Available on Steam
A Gritty, exploration-survival experience set in the Atacama Desert; the driest place on earth.
Some of my contributions:
Responsible for the design of various features such as Base Upgrades, Equipment, Weather, Day & Night cycles.
Provided support for the Design Team with Status Effects, Crafting, and User Interface.
Led Agile / Scrum processes like daily standups and standdowns and managed backlogs and sprint meetings.
Created monthly analytics reports for shareholder insights.
Researched and created design prototypes during concepting phases.
Implemented designed gameplay features using custom tools developed by programmers.
Assisted programmers with medium-level technical tasks such as feature implementation and performance optimization.
Set up and maintained CI/CD servers (Jenkins & Perforce) & Development kits for Playstation and Xbox
Master’s Thesis
Implementing Multiplayer in Single Player games
Main Role: Principal Researcher
Master’s thesis exploring how multiplayer integration alters the core experience of solitude in singleplayer survival games through a case study of Arid, The Long Dark, and Green Hell.
Some of my contributions:
Conducted a qualitative thematic analysis of player experiences in singleplayer and multiplayer modes.
Investigated how solitude in survival games enhances immersion, emotional engagement, and gameplay satisfaction.
Analyzed the duality of positive and negative solitude in survival games and how multiplayer disrupts or enhances these elements.
Identified player motivations for transitioning from singleplayer to multiplayer, highlighting the appeal of social interaction and cooperation.
Provided insights for game developers on balancing solitary and social gameplay dynamics.
Streamlined Mastermind
Main Role: Production
Supporting Role: Technical Design
A Compact & Playful heist planning game. Developed remotely in 8 weeks, with a team of 14.
Some of my contributions:
Set up the high-level plan and identified task dependencies.
Set sprint goals in collaboration with feature team leads.
Introduced and adapted Large Scale Scrum (LSS) methodologies to team needs.
Communicated with stakeholders, including progress update meetings.
Managed Itch store page setup and QA pipelines.
Set up Continuous Integration pipelines and maintained the Jenkins server and pipeline scripts.
Created various technical design demos to address design challenges with the Nintendo Switch version.
Achievements & Recognitions
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Arid was awarded the Best Student Game at the Dutch Game Awards in 2021. Because of this award, Arid has been archived at the Dutch Institude of Sound & Vision, a digital archiving institute.
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Arid won the Best Design and Audience Awards at the yearly award ceremony at the Breda University of Applied Sciences in 2021.
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Arid was nominated as Hobby Game of the Year at the Game Development World Championships in 2021.
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Streamlined Mastermind won Best Design & Best Art at the yearly award ceremony @ Breda University of Applied Sciences.
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Item description
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Quantum VR
Experimental VR project using non-euclidean geometry to create impossibe spaces.
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Aztech
2D Puzzle Platformer, using telekinesis to move objects around.
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Demon's Heaven
Experimental Samurai game, developed as a learning project for fast-paced combat design.