City Building Card Game: Stadsbouer

The game can be found on It is only a prototype and a mere proof of concept and because of that, there are still things missing and parts left unpolished.

I have worked on this game for around 6 weeks. Mainly focussing on the programming side of things this time around.

It all started with a very basic game concept, I wanted to combine the card game and city builder genres. This would be done in Unity, making use of local turn-based gameplay where the players could play cards and throw a dice to activate said cards.

First gameplay sketch

The gameplay would be based around earning money through activating your cards/buildings which would then lead to more money etc.
I also thought of a prestige mechanic which is currently not being used but I plan on using it as a general currency to unlock more cards in the future.

The GDD can be found here.

First-Person Simulator: Coffee Creator

For the last month, I have been working on a first-person simulator in which you buy, roast, process, and sell coffee. To make this project successful I will be using my knowledge from my work experience and my love for coffee.

A big thing for this project is to make sure it works with both a mouse & keyboard as well as a controller. To do so I have used Unity’s new Input System.

The very basic movement uses both m&k as well as a controller.
When aiming at an interactable the prompt and name will be shown.
This computer will be the center to accept quests, obtain rewards and spend them in a shop.

After the basics were done it was time to start working on a quest system, my inspiration for this was PC Building Simulator in which you accept emails with quests, complete them and get your rewards.

The quest system with quest tracking, the active email (red text title) will be tracked.
The finished quest system, if all objectives are completed the player will be rewarded.

Obviously, this is nowhere near a finished game loop, I plan to implement a way of obtaining ‘raw’ coffee beans to roast them and pack them up as shown above soon. This would also give the currency an actual purpose.

Also I plan to implement a lot of user feedback soon as you currently don’t know if you actually completed the challenge other than the money coming in immediately.

Management Simulation: Food Frenzy

Personal portfolio was a rather difficult subject for me. I had so much that I wanted to do but I did not know where to start. I had many ideas, one better than the other and another way too ambitious. Not knowing better I chose the latter. One of the games I have always wanted to make was an economic simulation game with food trucks.

I created a basic setup for my game in Unity. The main things I wanted to implement were good-feeling camera movement, an object placement system and basic UI. These were the iterations that I made:

The core thing I learned from this was that functionality is more important than visuals when prototyping. This is obvious but it is something I have struggled with before as I like to make everything look decent first.

I also wanted to create three different low-poly 3D models. A food truck, a picnic table and finally a tree. As shown in the videos above already.

3D modelling is something I really enjoy, it feels as if I am drawing digitally.

Finally, the last thing I did was document the general idea of the game. The document I wrote can be found here.

Time to move on to the next part where I continued my work on food frenzy.

Golf Game: Golf Without Your Friends

At the end of the first year, we finally started with Unity. In my free time I had used Unity a bit before and in comparison to Processing, GxP and it allows you to do so much more. I was really excited to start working on this subject and I had a ton of ideas.

I went ahead and started working on a golf game. I called it “Golf Without Friends” (a parody of golf with friends) as it is a single-player game.

During the process I followed some tutorials, the most important one being this one. After watching that I was able to implement the movement of the golf ball and the action of controlling it. I then went on to 3D model all of the different holes (levels) I wanted to create.

Some of these levels I based on my recent mini-golf experience. Others were based on inspiration I found on Pinterest. After 3D modelling them I looked for materials that would fit them well.

The final step was to use post-processing, this is where the visuals were improved a lot just by tweaking some image effects. I also added a motion blur to improve how fast it felt to hit the ball and a custom skybox as I wanted real clouds and better environmental lighting.

If you want to play the game yourself, you can click the button below.