​
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Working at Vertigo Games​
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4 Years of Unreal Engine 4 & 5 Experience
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UI/UX​
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AI
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Technical level design
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Animation
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Visual effects
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De-bugging
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Automated testing
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Also experienced in:​
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Unity
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Leading a team
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Working within a scrum & multidisciplinary environment
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Analyze and draw conclusions from QA & playtest procedure
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​Design processes from concept to polish
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Planning and documentation
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Sam Broos - Technical Game Designer
PORTFOLIO

PROJECTS

Arizona Sunshine® 2, the next-gen sequel to the fan-favorite VR apocalypse, packs even more gore-geous zombie action within a post-apocalyptic world where every bullet counts, experience the thrill of realistic combat as you wield all-new and fan-favorite weapons--from shotguns to machetes and flamethrowers.
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN

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Achievement design
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Implemented collisions for 30+ ranged and melee weapons
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Colorblind pass on all UI elements
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Collision pass on all items and interactables
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explosive balancing
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Implemented explosion VFX.
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Identifying problems and problem-solving


HOVER ME


The Archipelago Promise is a single-player open-world survival game in which you explore different islands to find your lost brother. You collect supplies on the various islands to survive the Harsh Alaskan Environment and protect yourself from dangerous wildlife.
19-09-2022 - 23-06-2023
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN
LEAD DESIGNER

RESEARCH & DEVELOPMENT MEMBER
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Designed and created AI (wildlife) and Axe (weapon).
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Prototyped and implemented a Resource system.
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Implemented an Interaction system.
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Designed and created rock-throwing functionality
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Prototyped and implemented a VFX.
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Worked on all design aspects, from brainstorming to sketching to building to iterating and polishing.
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Made sure that designers, programmers & artists appropriately communicated.
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The quality of the work made met the project standards.
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Monitored the team to complete their deadlines.
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Team alignment.
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Supported team members in problem-solving
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Brainstormed solutions for encountered development challenges.
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Preformed research into encountered development challenges.
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Made quick & Dirty prototypes.
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Informed decision-making.
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Merged with pre-production.

HOVER ME


Duckside of the Moon is a Third-person survival game about Doug, find resources to improve his gear and fix his spaceship so that he can return home to his friends and family.
09-05-2022 - 01-07-2022
MY ROLES & HIGHLIGHTS
UI/UX LEAD
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Made sure that UI/UX artists and UI/UX designers appropriately communicated.
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The quality of the UI/UX met the project standards.
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Monitored the team to complete their deadlines.
UI/UX DESIGN
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Worked on technical systems for the UI, such as crafting, inventory, and storage menu.
QA LEAD
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Led a small group of 5 to perform weekly QA testing according to a pipeline document and report any problems.
MARKETING
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Responsible for the marketing of Duckside of the Moon.
AWARDS
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Duch Game Awards 2022 - Nominated Best Student Game.
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Breda University of Applied Sciences - Best Y2 Design.
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Breda University of Applied Sciences - Best Y2 Production.
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Featured within the Unreal Engine student showcase 2022.



HOVER ME


Crazy Lily is a high-octane top-down shooter set inside a decrepit nuclear submarine. Lily, a potted plant gone sentient, has broken out of her terrarium - only to find herself at the bottom of the sea.
10-05-2021 - 05-07-2021
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN
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Designed and created an enemy and weaponry.
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Worked on all design aspects, from Brainstorming to sketching to building to iterating.
LEVEL DESIGN
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Designed and created a variety of level chambers.
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​Worked on all design aspects, from sketching to building to iterating.
UI/UX DESIGN
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Collaborated with the UI/UX team to create the weapon onboarding & progression systems.
PROJECT MANAGEMENT
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Led the team.
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Monitored the team to complete their deadlines.
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Made sure the team appropriately communicated.


HOVER ME


Spell Fighting is a 3rd person couch competitive round-based party game about brave wizards facing each other in an epic spell fighting tournament.
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21-12-2021 - 28-01-2022
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN
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Designed and created a variety of spell systems.
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Worked on all design aspects, from Brainstorming to sketching to building to iterating.
UI/UX DESIGN
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Designed, prototyped & implemented Technical systems for the UI.
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Close collaboration with artists.


HOVER ME


Mushroomboy is a third-person platformer where Mushi has to traverse through the forest encountering harsh weather and a variety of unfriendly enemies
14-02-2022 - 14-04-2022
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN
LEVEL DESIGN

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Designed and created a variety of Technical level design elements.
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Worked on all design aspects, from Brainstorming to sketching to building to iterating.
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Designed and created a level used in the end product.
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Created Moment-to-moment roadmap & timeline.
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Created a curve to display the difficulty of the levels.

HOVER ME

GAME JAMS

Root Defender is a tower defense game played from a top-down perspective where the goal is to protect the mighty tree from destruction by goblins.
30-01-2023 - 03-02-2023
MY ROLES & HIGHLIGHTS
GAME/TECHNICAL DESIGN
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Designed and created two defense towers & the central tower.
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Worked on all design aspects, from Brainstorming to sketching to building to iterating.
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UI/UX DESIGN
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Created a variety of Technical UI systems.
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Created Menus.
SOUND
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Implemented sounds for menus and features.
ASSETPACKS
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Imported & Implemented a variety of asset packs.

HOVER ME


Tank n Legs is a couch-coop competitive top-down shooter set in the year 2XXX where the great king Tankulon lies dead. Now his sons are locked in an eternal struggle for power in the great kingdom of Sked.
09-11-2020 - 19-11-2020
MY ROLES & HIGHLIGHTS
LEVEL DESIGN
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Designed and created multiple levels used in the end product.

GAME DESIGN
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Worked on all design aspects, from Brainstorming to sketching to building to iterating.

HOVER ME

ABOUT ME


Hello!
My name is Sam Broos
A technical designer currently working at Vertigo Games as part of my study ''Creative Media and Game Technologies'' at Breda University of Applied Sciences.
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Experienced in team management and creating various technical systems and projects. Highly organized in planning, documentation, and in-engine work.
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Since I was little, I have always been enthusiastic about playing and creating games. And therefore, following the development cycle, with close collaboration, has become my passion. What inspires me about game development is when people from so many different Multidisciplinary teams, backgrounds, and skill sets come together to create solid game mechanics with cutting-edge technology for the player to enjoy.
SOFTWARE AND SKILLS
PROFESSIONAL SKILLS
PROFESSIONAL SKILLS
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Research and data analysis
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Risk analysis
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Rational / Technical Game Design
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Sketching
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Concepting & prototyping
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Design documentation
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Playtesting and rapid iteration
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Quality assurance
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Balancing
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Community management
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Management and multidisciplinary collaboration
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Scrum development
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leading/monitoring a team
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Quality assurance
SOFTWARE














CONTACT
If you would like to contact me then you can send me an email!
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