Technical
Technical
My name is Remco van Heck and I am a technical game designer currently living in Rotterdam in the Netherlands.
I have studied Game Design and Production at the NHTV/BUAS University in Breda, and Game Programming at GLR in Rotterdam.
Down below you will find the projects and work I have worked on the last couple of years.
NHTV Year 3 Project
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— PROJECT NAME
Project Ragnarok
— ROLE
Scrum Master
UI/UX Design
UI/UX Implementation
AI Design
Combat Design
— DATE
Unreleased
Project Ragnarok was a project that me and a team of 12 students have made throughout year 3. Ragnarok is a turn based strategy game focuusing on large battle mech’s fighting each other in melee and ranged combat on a hostile and barren planet.
During this project my main focus was taking the role of scrum master and designing and implementing the UI for the game.
I also had a lot of fun disigning the decisions of the AI and how it should fight the player.
We had some trouble in coming up with a fun and engaging combat system and turn system. I managed to solve both these problems by combining them together and creating an heat based action points system where the mech would heat up with different actions and could overheat when the value got too high.
NHTV Year 4 Project
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Placeholder video
Steve Teeple (better known as Teeps) is a digital artist currently residing in the city of Los Angeles, CA where he dreams of vast 3D worlds and mind bending characters.
— PROJECT NAME
DeathCourse
— ROLE
P2P Networking
Level Design
UE 4 Blueprinting
— DATE
Unreleased
DeathCourse is an asymmetrical multiplayer game where a small team of players tries to eliminated the other larger team running an obstacle course with good timing and deadly traps.
The goal is to create a standalone version of the popular “Death Run” mod maps within Gmod and other heavily moddable games and then to enrich and build the gameplay to create a more satisfying and engaging loop.
One of the challenges for this project was to create a simple peer 2 peer connection within the blueprinting framework of Unreal Engine 4 without too much experience in networking development.
To optimize my workflow I created my own level editor tools specialized for this project in which I could whitebox and test maps with relative ease and speed.
Total War: Warhammer II
Strategy gaming perfected. A breath-taking campaign of exploration, expansion and conquest across a fantasy world. Turn-based civilisation management and real-time epic strategy battles with thousands of troops and monsters at your command.
Created by: Creative Assembly
Total War: Warhammer II mod
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— ROLES
LUA Scripting
Gameplay scripting
AI Scripting
QA Balancing
— CHALLENGES
Army balancing
Unique mechanics
Optimization
— RELEASE DATE
08/12/2020
Hertz Province Patrols is the most successful mod I have made so far with over 60000 Unique visitors and over 11000 current subscribers.
The mod adds AI controlled patrol armies for any of the 120 factions when a full province is owned.
Mod Summary
Hertz province patrols is a mod that aims to give a bit more life to campaigns by adding small free patrols to any faction fully controlling a province. These patrols will patrol inside your province attacking any enemy in the same region.
Defeating these patrols with a similar or smaller amount of units in your army will give you the option to steal supplies and resources, or prepare the region for your main forces.
Total War: Warhammer II mod
_______________________
— ROLES
LUA scripting
Quest design
QA Balancing
QA Testing
— CHALLENGES
Low amount of documentation
Reverse engineering
existing scripts
Balancing
— RELEASE DATE
16/12/2020
The High Elf Unit Titles is an ambitious mod which aimed to do something that was not done before within the modding scene of Total War: Warhammer II.
This mod combined the real time strategy battle maps via scripting with the turn based world campaign to give individual units titles and bonuses after completing any of the conditions linked to a title.
The amount of Battle based script mods for the game is very low and have only been attempted by some of the larger names within the modding community. With their help, the documentation provided by Creative Assembly, and reverse engineering the existing scripts also provided by Creative Assembly to the modding community I was able to successfully create my vision and publish my mod.
Mod Summary
Hertz Unit Titles is a mod that gives titles to individual non commander units through real-time battles for the High Elves faction.
Each title has their own unlock conditions and can only be achieved while playing the battles yourself. When a unit achieves a title, they will get the bonuses and a custom name linked to the title.
Unreleased Total War: Warhammer II Mod
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— ROLES
Fleet of the Pirate King
— CHALLENGES
Art Direction
Graphic Design
Branding
— RELEASE DATE
TBA
The Fleet of the Vampire King is an unreleased mod which Is currently in development. This mods adds scripted encounters with an overarching quest line for a large number of factions. Fighting through the fleets of the Pirate King and pillaging his pirate coves the player works his way through the enemy forces towards the Pirate King.
Confronting the pirate king will trigger a special boss encounter with plenty of bounty to collect afterwards.
This mod aims to make the sometimes dull mid-end game stages of the game more interesting for the player by providing more challenging and new encounters.
The mod is currently in development and a smaller scoped version will be released with a different name and objective as a proof of concept which will grow into the fleet of the vampire king by means of mod updates or a new mod release.
The CoLabs Team
The CoLabs team is a small team of modders that I am a part of. This group started from me helping a fellow modder with his scripts and establishing a friendship doing this.
Together we set out to recruit some other members to the team consists of 7 members at this point.
Within the team we help each other with mods we are working on or working on a project together. So far we have collectively release 2 mods created as a team as part of 2 seperate Game Jam organized by the modding community on Discord.
Part of the second 2020 Mod Jam.
This mod is aimed at adding slayer missions to the Karak Kadrin faction. Adding both unique story-themed ones for Ungrim personally, and one-off missions for all other dwarf lords to try their skills at. All set to fit the lore of Warhammer.
My roles within the project were designing and implementing the main quest line, creating and balancing the scripted encounters, and designing the narrative of the quest line.
Part of the first 2021 Mod Jam.
This mod adds Scarloc as a custom Wood Elf lord to the Wood Elves factions. He leads a diverse band of brave warriors. His warband consists of Kaia Stormwitch, Glam the laughting warrior and Araflane Warskald. They are all directly from Warhammer Fantasy Battles 2nd Edition rule book.
My roles within the project were creating the spawning and despawning logic, and created the custom effects for the lord.
Game Design
Level Design
UI/UX Design
Quest Design
AI Design
General Game Design
Scripted Encounter Design
Modular system design
QA testing and balancing
Programming
Gameplay Programming
UI Implementation
AI Programming
modular systems
Rapid Prototyping
Production
Scrum Master
Agile based development
Grafisch Lyceum Rotterdam
Study: Game Development
Peroid: 2012 – 2016
Degree: MBO certificate (post-secondary vocational education)
NHTV Breda University of Applied Sciences
Study: Game Design & Production
Peroid: 2016- present
Degree: Bachelors
About Me
My name is Remco van Heck and I am a Technical Game designer currently living in Rotterdam – the Netherlands.
I am currently 26 years old and have spend the last couple of years improving my skills to prepare myself to enter the Game Industry with a blast!
I started climbing the mountain of Game Development during my High School years. Modding, editing, and creating maps for some of my favorite games such as Warcraft III and the Command and Conquer series. I fell in love with the creativity and the possibilities within game development and continued climbing this mountain until I had to pick my first degree.
I started out studying Game Development at the Grafisch Lyceum Rotterdam – GLR. Which is where I learned the basics and stepping stones to game development as this study was mostly focused on the basics of scripting and technical development.
Afterwards I decided to continue studying for my Bachelors Degree in Game Design. Here I learned Most of my design and production skills as well as working with a team on small and large projects alike.
Nowadays I spend my time creating mods, researching games, and spending time on my hobbies so I can keep myself up to date to deliver exciting and interesting experiences in the products I create.