Elliott Verbiest - Portfolio
 

Game SYstems Designer

Elliott
Verbiest

After over five years of experience modding real-time strategy games, I decided to pursue game development as a full-time career, studying at the Breda University of Applied Sciences in the Netherlands.

With my knowledge in systems and gameplay design, as well as exceptional written and verbal communication skills,
I am comfortable working in multi-disciplinary teams using industry-standard tools such as visual scripting, Perforce, and Jira.

 
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Education

Breda University of Applied ScienceS

B.S. GAME ARCHITECTURE & DESIGN
Design & Production specialization.
Graduating July 2019
 

Koning Willem I College

MBO-4 APPLICATION DEVELOPMENT
Two years vocational education, one year internships.
Graduated cum laude July 2015


Projects

 

Arboreal

Open-world Farming/Adventure

Arboreal is a top-down, open-world farming/adventure game inspired by Stardew Valley, The Legend of Zelda, and Rune Factory.

The player inherits an abandoned fruit tree orchard, located on a remote island where its ancient inhabitants have been infected by a strange corruption.

It is up to the player to restore the orchard, explore the island and its perilous dungeons, and save the island and its inhabitants.

Role: Systems Designer/Gameplay Designer
Responsibilities: Conceptualizing, iterating on, and balancing combat and core gameplay systems.
Duration: September 2017 - July 2018

Team Size: 31 -36
Engine: Unreal Engine 4
Platform: PC

 
 

Exiles of Auriga

Real-Time Strategy

Exiles of Auriga is a 3D real-time strategy for roomscale VR in the spirit of Homeworld and
Sins of a Solar Empire.

Players build and command a fleet of ships in full 3D space to combat an assailing fleet.

Role: Scrum Master
Responsibilities: Maintaining project scope and milestones, hosting daily stand-ups.
Duration: May 2017 - July 2017

Team size: 17
Engine: Jackal Engine (custom)
Platform: HTC Vive

 
 

Go Rio!

Strategy

Go Rio! is a business-strategy board game created to introduce and support the growth strategy of The Royal Zeelandia Group. The game was built for, and aimed towards, Zeelandia's corporate executives.

Players learn to work together across various hierarchies to produce goods, maintain factories, adapt to ever-changing market conditions and random events, and grow as a cohesive company.

Role: Systems Designer/Producer
Responsibilities: Prototyping and testing various game systems and maintaining project scope and milestones.
Duration: February 2017 - March 2017

Team size: 6
Platform: Board Game

 
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Pantaloons lost

Twin-stick Shooter

Pantaloons Lost is a two-player twin-stick shooter for PC. Players either play as a demon trying to reclaim his stolen pants and dignity or as an angel mocking and humiliating the demon in a game of cat-and-mouse.

Role: Producer/Product Owner
Responsibilities: Maintaining project scope, vision, and milestones.
Duration: January 2017 (14 days)

Genre: Twin-Stick Shooter
Team size: 9
Engine: Unreal Engine 4
Platform: PC

 
 

Karmaflow in Concert

Interactive Live Performance

Karmaflow in Concert was a series of live performances of the storyline and music of the multi-disciplinary project Karmaflow: The Rock Opera Videogame.

The live performances were a unique blend of games, music, and opera, allowing audiences to use an app on their phones to decide how the storyline would progress in real-time.

Role: Application Developer
Responsibilities: Developed application in proprietary scripting language in cooperation with multiple parties. 
Duration: November 2014 - January 2015

Team size: 3
Engine: Proprietary Scripting Language
Platform: Android/iPhone

 
 

Command & Conquer:

Mental Omega

Real-Time Strategy

Mental Omega is a modification of the classic real-time strategy game Command & Conquer: Red Alert 2 and its expansion Yuri's Revenge.

The mod retells and expands upon the original storyline while bringing a broad suite of new features to the table including fully-fledged campaigns, an entire new faction, new units, maps, game modes, and a host of bug fixes and gameplay re-balancing.

Role: QA Tester/Writer/Community Manager
Responsibilities: Tested game for bugs and balance issues, wrote dialogue and lore, increase community engagement.
Duration: May 2009 - October 2015

Team size: 10-30
Engine: Unnamed Proprietary Engine
Platform: PC

 

Skills

 
 
  • Systems Design

  • Iterative Game Design

  • User-Centered Design

  • Verbal/Written Communication

  • Presentational/Pitching Skills

  • Scripting

  • Scrum Development

  • Project Management

  • English (Native)

  • Dutch (Fluent)


Software & Tools

 
  Unreal Engine 4

Unreal Engine 4

  Perforce

Perforce

  Jira

Jira

  Office Suite

Office Suite

  Google Suite

Google Suite

  Adobe Suite

Adobe Suite

  Hack'N'Plan

Hack'N'Plan

  Unity 2017

Unity 2017