Technical Game Designer
My name is Juul Lenders and I’m a Dutch game designer specialized in technical game design but I have experience in all aspects of game design. I studied at NHTV International Game Architecture and Design (IGAD) in the Netherlands. I am extremely passionate about making games!
I am currently employed and working on my indie game but I am always open for opportunities. Feel free to contact me!
Team6 Game Studios
I joined Team6 in the final stages of production for multiple of their games as a game designer. I worked on Super Street and on other titles. I designed car tuning systems for Super Street and worked on creating and balancing missions. I took initiative in level design for some of their mobile titles.
|Role(s)||Level Design, Mission Design, System Design|
|Time||March 2018 – July 2018 ~ 5 months|
At GamePoint I lead a small team responsible for coming up with new game concepts and prototyping these. I occasionally help out with some systems on their released titles. Some of the systems I worked on include resource systems, progression systems and monetisation systems.
|Role(s)||Game Designer & Game Developer Intern|
|Time||September 2017 – February 2018 ~ 6 months|
Raving Rabbids Party Crash
VR herding game as part of an educational program in collaboration between NHTV and Ubisoft.I was part of designing the concepts and systems as well as prototyping and developing mechanics. I made tools for level designers to use and helped all team members with technical issues and using Unreal Engine 4.
|Role(s)||Concept Design, System Design, Technical Design|
|Time||September 2016 – July 2017 ~ 1 year|
A demo of a time control game. I explore time control mechanics and how it fits within a portal game. Combining action platformer level design and puzzle design.
|Role(s)||Solo Project, System Design, Level Design, Gameplay Programming|
|Time||September 2017 ~ 1 month|
Nuclear Throne Ultra Mod
A popular mod for Vlambeer’s game Nuclear Throne.I expanded Nuclear Throne with new weapons areas and balance changes. I received a ton of community feedback that I used to improve the game.
|Role(s)||Programming (GML), Design, Pixel-art, Level Design|
|Time||January 2016 – August 2016 ~ 8 months|
Asymmetrical multiplayer stealth game, where one player plays the guard the other plays the thief.I did white-boxing and research on castle layouts. I was responsible for balance in the level, both guard and thief had to be equally fun to play.
|Role(s)||Concept Design, Level Design|
|Time||February 2015 – June 2015 ~ 5 months|
Psychedelic 2D space shooter.The purpose of this project was to improve my C++ skills. The design challenge was to make a psychedelic game that is overwhelming but important information is still clearly visible.
|Role(s)||Game Design, Gameplay Programming (C++)|
|Time||May 2016 – June 2016 ~ 2 months|
Tower of Babel
Serious game made as an educational collaboration with NHTV Phillips and Erasmus Hospital.I was programming lead on this project and I made most of the gameplay interactions.
|Role(s)||Gameplay Programming Lead (C++), Scripting|
|Time||February 2016 – April 2016 ~ 3 months|
Tablet 80’s style futuristic racing game.I was responsible for the User Experience, the game had to feel fast and it had to control well on a tablet.
|Role(s)||UX/UI Design, QA, System Design|
|Time||September 2015- October 2015 ~ 2 months|
A rythm game where the player has to cancel out sound using sound waves.I was responsible for the systems, simplifying the game’s controls. I also made levels using a time table system.
|Role(s)||Concept Design, System Design, Level Design, Sound Design|
|Time||September 2014 – January 2015 ~ 5 months|
A 2D Puzzle platformer where the player places blocks instead of jumping.This project was made to learn more about onboarding. I challenged myself to design a fun system that fits a puzzle platformer without having a jump mechanic.
|Role(s)||Concept Design, System Design, Level Design, Scripting|
|Time||July 2014 – September 2014 ~ 3 months|