Gamejam price winning game
2 player base building race to destroy each other as fast as possible.
These were all made during the curriculum of Digital Arts & Entertainment at Howest.
Internship at Crazy Monkey Studios for 5 months. Working on their next game by making tools and help program the game itself.
Gamejam in Cambridge with a team of 5 students. Competed against 33 teams of different countries and won best mobile award…
Fast and easy to use parcour maker. Given a shape and a simple text file with some numbers, it will make tracks at your will…
Made in Visual Studio and written in C++, this application runs like the Chip 8 from back in the old days. C++ based on its opcodes…
Made in Visual studio and written in C# based on the MVVM pattern, this application shows you how a landscape feels with some foliage…
Made in a custom game engine from school, I recreated a level from the first Super Mario World in Visual Studio. It was officialy my first game…
My name is Thomas De Mulder, and I am a Game Programmer
I am a 21 year old graduate from Howest Digital Arts & Entertainment.
My interest for programming started with my love for solving logical problems during math classes. It only felt natural to continue down this road. I am very social and can easily work with a team. My knowledge of programming languages are C#, C++ and more.
During the second semester of my last year at DAE I did an internship at Crazy Monkey Studios. I helped with the development of their last game. In the beginning I made some tools to help develop the project. One of them can be found among my projects on this portfolio. After a month I was allowed to work on the game itself and its features. I stayed for a period of 18 weeks and after that I remained one more month doing a student job at that company. During this internship I worked with Unity and C#.
In 2016 I participated in a GameJam called Brains Eden. Our school send 2 teams of each 5 members to make a game in 48 hours with schools joining from 5 different countries. Out of more than 30 teams we won the Best Mobile Game Award and both our teams were in the top 7 unity shortlist. Info about the game can be found here. The game was made in Unity because of it ease to use. I programmed the spawning and flying of the debris around the moon and took care of all the UI programming.
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