Feiko van Dijk: Game & Technical Designer

Passion for |

Hi! I am Feiko, a Game & Technical Designer from the Netherlands.

See my works below, learn more about me & get in touch

Skills & Software
  • Iterative Game, Level & Conceptual Design
  • Quick, iterative prototyping to establish feasibility & viability of designed features
  • Designing of features / content through design methodologies like MDA & PENS
  • Design decisions backed up by market, audience and competitor research 
  • Implementing & creating features in Unreal Engine & Unity through Blueprinting and C#
  • Tracking player behavior by implementing analytics in game & on project websites
Achievements
  • Worked on one full-cycle Steam release & one full-cycle Itch release
  • Reached 150+ positive reviews and 800.000+ stream viewers during the first two weeks of release in Arid
  • Successfully implemented Analytics to track 400.000+ daily events, leading to quicker iteration processes during live ops in Arid
  • Received Best Design & Best Art of IGAD Y2 2019 with Streamlined Mastermind

     Arid

Arid – Technical Designer & Lead Game Designer

A Gritty, exploration-survival experience set in the Atacama Desert; the driest place on earth.

Finished game released on Steam!

  • Project Timespan: 32 weeks
  • Roles: Technical Designer & Lead Game Designer

Responsibilities include: 

  • Working with Programmers to create & implement features and optimize performance
  • Creating design prototypes during the first 16 weeks of the project, guiding design and answering technical design related questions.
  • Tracking 400.000+ daily player events, helping quick iteration processes during live development
  • Designing gameplay features such as Base Upgrades, Equipment, Weather and the Day & Night cycle.

Read More

Streamlined Mastermind – Technical Designer & Producer

A compact & playful heist planning game

  • Project Timespan: 18 weeks
  • Roles: Technical Designer & Producer

Responsibilities include: 

  • Working with Programmers to create & implement features and optimize performance
  • Creating design prototypes during the first 16 weeks of the project, guiding design and answering technical design related questions.
  • Setting up & maintaining QA hardware and software (Build servers)
  • Designing gameplay features such as Base Upgrades, Equipment, Weather and the Day & Night cycle.

Read More

     Streamlined Mastermind   

     Demon’s Heaven

Demon’s Heaven – 3Cs & Combat Designer

A compact & playful heist planning game

  • Project Timespan: 8 weeks
  • Roles: 3Cs & Combat Designer

Responsibilities include: 

  • Working with Animators to design character movement and feel
  • Implementing 20+ character animations through AnimBPs
  • Creating prototypes related to enemy behavior, resulting in the addition of a ‘critter’ enemy

Coming Soon!

Quantum VR – Lead Designer & Product Owner

A compact & playful heist planning game

  • Project Timespan: 4 weeks
  • Roles: Lead Designer & Product Owner

Responsibilities include: 

  • Implementing VR compatible features like Elevators & object spawners
  • Designing & implementing 3Cs and setting level design requirements
  • Researching & experimenting with non-euclidean geometry in VR & motion sickness
  • Defining high-level development plan & researching budget

Read More

     Quantum VR