Marten Hilhorst

Game Programmer

Specializing in animation programming and tooling  

Current school project: Break a Bot
For BUas I am building animation systems and tooling for a small roguelike game built  in Unreal Engine where the player is able to take full arms off of their enemies to use as weapons. Tinkering around with Control Rigs, Animation montages and Animation Blueprints. But also touching on Maya tooling for easier animation workflows.

Current personal project: MechRepair
A project in Godot. Implementing FABRIK for loops. Eventually working towards also using constraint to simulate mechanical joint and connections. Eventually planning to build the system into a small game about repairing mechs in a garage setting.

Besides tinkering on games I spend my time making art, playing TTRPGs and boardgames, warhammer, bouldering, cooking, and playing guitar.

Games I like: Outer Wilds, Rain World, Disco Elysium, Root, Mirror’s Edge, Overwatch, The Witcher, Factorio, Rogue Trader, Elden Ring, Rimworld, The Binding of Isaac, Civilization, Noita, Terraria, Hades, Monster Hunter,  Subnautica, Minecraft, Smash Bros. Series, Dungeon of the Endless

Roguelike where both the player and enemies use the same arms to fight. The player can pick up enemies’ arms and use them as their own.

Role: Animation engineer

Engine: Unreal Engine

Team: 24 Students

 

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A VR puzzle escape room. Made in Unreal engine for my third year at BUas. Where I took charge of the hands and their interactions with objects. I also worked on optimizing the shader materials and texturing objects.

Role: Programming Lead, Texture Artist. 

Engine: Unreal Engine

Team: 20 Students

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ProCave, short for Procedural Cave, is a solo custom engine project that I’ve been working on in the background last year while studying at BUas. Trying to create a game that constantly morphs around you as you play.

Role: Solo Developer

Engine: Custom, Directx11, ImGUI, ReactPhysics

 

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Cabinet of Curiosities is a custom engine dungeon crawler created in my second year at BUas. As a lead programmer I worked on engine architecture, designer accessibility. And also created the dungeon generation.


Role: Programming Lead, Procedural Programmer

Engine: Custom, OpenGL, Gainput, ImGUI, ENTT, SwitchSDK

Team: 20 students

For a solo game project I want to create an IK solver, iterating on FABRIK, so that it will be able to solve loops properly. To be able to eventually build it out into a mech repairing game.

Role: Solo Developer

Engine: C++ on top of Godot

 

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A tiny strategy game made over a week for a roguelike masterclass. Extending the original engine code with voronoi environment generation

Role: Engine and procedural programmer

Engine: xs game engine

Team: 2 students

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Digital art