Robin

 schellingerhout

Student game developer
Trouble In Terrorist City
multiplayer shooter

Amoung us like game where everyone has a gun.

Unity, 3D
W.I.P.

World Generator
C++ Project

My first C++ Unreal project

Unreal, 3D
W.I.P.

Operation StarFall
2D Metroidvania Couch co-op

A game what I worked on at my internship at NeoN Origins.

Unity, 2D
Game as a service.

Ocean's Deep
Puzzle Adventure game

You are sunk to the bottom of the sea and seek for a way up.

Unity, 3D
02/2018

Museum VR
VR museum puzzle game

A VR game where you have to steal museum pieces.

Unity, 3D
02/2023

Ticking Time Climb
Upwards endless runner

A endless scroller where u have to clean windows while the building is burning.

Proccesing, 2D
02/2022

Organic Shader
Living Shader

Small project of a organic living shader.

Unity, 3D
04/2023

Game launcher
launcher & downloader

a game hub for my own game Trouble in Terrorist city.

.NET, C#
02/2022

Star wars
Vertical slice

We got a couple of seconds footage. and had to make a little game out of it.

Unity, 3D
02/2018

Freqy
Endless runner

You choose a song and the song decides how the level is gonna look.

Unity, 3D/2D, endless runner, music
02/2018

Who am I?

Greetings, my name is Robin Schellingerhout, a passionate game developer from Nieuw-Vennep. I am currently studying game development at Hogeschool van Amsterdam, where I’m expanding my knowledge in various programming languages and honing my technical skills. I thrive both as a collaborative team player and as an independent worker in professional environments, constantly seeking new challenges to grow as a developer.

Hobbies

In addition to my love for game development, I’m passionate about multiplayer gaming, nature photography, and staying active at the gym. These hobbies inspire and balance my creative work, keeping me motivated to continually push my boundaries as a developer.

Why game development?

What drives me is the ability to create immersive experiences that resonate with people. I’ve discovered that nothing compares to seeing someone enjoy a game I’ve built, especially when I can witness their reactions firsthand. After showcasing a VR game I developed at an event, I knew that bringing joy to players is what I want to focus on. While I enjoy working on VR games, my primary goal is to create large, optimized games with smooth, engaging narratives.

I’m always striving for perfection in my code and love diving deep into the structure and architecture behind it. My ultimate ambition is to leave behind a legacy of games that not only entertain but also reflect my dedication to quality and technical excellence.


Download my CV

Contact me

Feel free to send me a e-mail:

robinschellingerhout@live.nl

Or contact me by social media:

Operation Starfall Background
Operation Starfall
A Sci-Fi Adventure
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Operation Starfall

Operation Starfall is a narrative-driven sci-fi adventure in a distant future where humanity is threatened by an ancient alien force. As part of the elite Starfall unit, your mission is to secure humanity’s future by venturing into alien space to uncover critical artifacts.

The game blends immersive storytelling with action-packed gameplay, offering a captivating and intense experience.

Feature: New Camera System

The camera system in Operation Starfall is highly modular, allowing for flexible and dynamic control over various camera behaviors. The system is composed of several key modules:


Camera System GIF
  • Camera Player Join: This module registers when a player joins the game and ensures the camera follows them.
  • Target Collection: A list of all the targets the camera needs to follow, allowing for smooth transitions between different points of focus.
  • Camera Data Switcher: This module allows switching between different camera behaviors, adapting to the specific needs of each game scenario.
  • Smart Camera: A versatile component that can lock the camera on either the X or Y axis. Additionally, it uses a weighted average to ensure smooth and fluid tracking of the player.
  • Orthographic to Perspective Aligner: This feature ensures that the perspective camera is placed correctly along the Z-axis, maintaining consistency with the zoom level of the orthographic size for seamless transitions between different view modes.
  • Camera Triggers: This feature allows the camera to change settings based on collision with designated trigger boxes. For example, you can create hidden rooms that have their own unique camera perspectives or specific cameras for boss encounters, enhancing the gameplay experience by providing tailored visuals for each scenario.
Feature: Decaying Bridge

The decaying bridge in Operation Starfall features a dynamic collider system that adjusts based on the visual effects applied to it. This system ensures that the collider of the bridge matches the shader effects, enhancing the immersive experience for players as they traverse this critical element of the game environment.


Decaying Bridge GIF
  • Dynamic Collider Adjustment: The bridge's collider is modified in real-time to align with the visual representation of decay.
  • Shader Integration: The shader applied to the bridge reflects its deteriorating state, further emphasizing the environmental storytelling.
Feature: Quest System

The Quest System in Operation Starfall simplifies the creation and management of quests within the game. Utilizing the Quest Tool, designers can easily create quests and adjust various parameters directly through the Quest Editor, streamlining the development process.


Quest System GIF
  • Easy Quest Creation: The system allows for quick setup of new quests without diving into the script.
  • Adjustable Variables: Game designers can modify quest parameters in real-time through the Quest Editor, facilitating immediate changes.
  • User-Friendly Interface: The Quest Tool provides a simple and intuitive interface, making it accessible for all team members.
  • Improved Workflow: By eliminating the need to search through scripts, the Quest System enhances efficiency in the development cycle.
Feature: Component Stack

The Component Stack in Operation Starfall allows for a modular and flexible system for managing multiple components on a single GameObject. This feature enhances the gameplay by enabling dynamic behavior adjustments at runtime.


Component Stack GIF
  • Modular Design: The Component Stack allows adding or removing components dynamically, providing flexibility in managing gameplay mechanics.
  • Unique Component Checks: Ensures that only unique components can be added to the stack, preventing duplication and conflicts.
  • Inspector Integration: The custom editor allows for easy management of components, with a reorderable list for streamlined organization.
  • Dynamic Component Behavior: The ability to switch between component behaviors enhances gameplay scenarios and interactions.
Minecraft World Generator Background
Minecraft World Generator
C++ Unreal Project
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Minecraft World Generator

Minecraft World Generator is my first project using Unreal Engine and C++. The goal of this project is to explore both the Unreal Engine environment and C++ as a programming language.

In this project, I built a Minecraft-style voxel world generator, starting with chunks that feature hollow meshes. This approach allowed me to understand how to efficiently manage mesh data in Unreal.

There are some key differences between Unreal and Unity, the game engine I am more familiar with. For example, while Unity uses C# as its main language, Unreal relies on C++, which required me to adapt my coding style. Another significant difference is the XYZ coordinate system—Unity uses the Y-axis for "up," while Unreal Engine uses the Z-axis, which took some getting used to.

Github link

Feature: Chunk Generation

The chunk generation system in the Minecraft World Generator was a critical part of the project. The system allows the creation of voxel-based chunks that efficiently manage data while keeping the overall mesh hollow to optimize performance.


Chunk Generation GIF
  • Efficient Mesh Management: The chunks are hollow to reduce unnecessary rendering and improve performance.
  • Voxel Structure: The world is built with voxel blocks, enabling flexible terrain generation similar to Minecraft.
  • Real-Time Generation: The system dynamically generates and updates chunks based on the player's location, allowing for an endless world.
XYZ Coordinate System

Working in Unreal Engine introduced a new challenge: adapting to the different coordinate system. In Unity, the Y-axis represents "up," whereas in Unreal, the Z-axis is used for this purpose. This required a shift in my approach when developing the Minecraft World Generator.


Coordinate System GIF
  • Unity vs. Unreal Axis: Adjustments had to be made when porting over concepts from Unity, as the coordinate systems differ.
  • Up Axis Changes: Learning to work with Z-up required modifying algorithms and mesh generation processes.
  • Smooth Integration: After accounting for this difference, chunk generation and world creation worked seamlessly.
Feature: Learning C++

This project was my introduction to C++, the primary language used in Unreal Engine. Transitioning from C# in Unity to C++ was a significant learning curve, but it allowed me to gain valuable experience in performance optimization and memory management.


Learning C++ GIF
  • Language Transition: Moving from C# in Unity to C++ in Unreal required adopting new coding practices and patterns.
  • Performance Focus: C++ allows for more direct control over memory and optimization, enhancing the overall performance of the voxel world.
  • Hands-on Learning: This project served as a platform to practice and refine my C++ skills in a real-world environment.
Feature: Exploring Unreal Engine

Working with Unreal Engine was an entirely new experience for me. Through the Minecraft World Generator project, I was able to explore its powerful toolset and learn how it differs from Unity, especially in terms of asset management, rendering, and physics simulation.


Exploring Unreal Engine GIF
  • New Toolset: Learning the features of Unreal Engine, from Blueprints to material editing, expanded my knowledge of game development tools.
  • Physics and Rendering: The physics system in Unreal offers more robust simulation options, and the rendering engine is extremely powerful.
  • Asset Management: Working with assets in Unreal required a different approach than Unity, particularly in terms of file organization and dependency tracking.
Organic Shader
Living Shader
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Organic Shader

This project is just about the shader in the video. I got the idea and some code from reddit. I added a normal map to it.

features

  • Shader
Star wars
Vertical slice
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Star Wars

This is a vertical slice about the game star wars battlefront 1. The game is focused on flying inside a x-wing.

General information


Name: Star wars vertical slice

Build time: 2 week

Engine: Unity

Language: C#


features

  • Flying of a X-wing.
Ticking Time Climb
Upwards endless runner
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Ticking Time Climb

Welcome to a thrilling 2D Endless Runner game! In this unique adventure, you assume the role of a dedicated window cleaner. Despite the world being on the brink of destruction and the building engulfed in flames, your unwavering commitment to your job remains unshaken. Your task is to skillfully navigate through a series of platforms, leaping from one to another, all while overcoming various challenging obstacles along the way. Get ready to embark on this adrenaline-pumping journey and showcase your extraordinary cleaning prowess amidst chaos!

Everthing is made with processing, So the cool part is that we had to make everything our selfs even things like the camera and how to handle animations.

features

  • Camera
  • Animation system
  • Procedural levels
  • Curving difficulty
  • Different obstacles
  • Reactive music
  • Own art
Game Launcher
GameLauncher for Trouble in Terrorist City
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Game Launcher

This is a Launcher/ downloaden and updater for Trouble in Terrorist City


features

  • Downloading the game
  • Updating the game
  • Starting the game
  • Some data is changeable without patching
Ocean's Deep
Puzzle Adventure game
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Ocean's Deep

You find yourself aboard a ship when, out of nowhere, a massive creature emerges and begins to sink the vessel. Its identity remains a mystery to you. Escaping the sinking ship, you stumble upon an underwater laboratory. Inside, you discover crucial information about the creature. However, within the confines of the lab, you must solve a series of puzzles in order to navigate your way back to the surface.


features

  • Unity HDRP
  • Water system
  • Full game
Museum VR
small prototype game
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Museum VR

This is a a small VR prototype game made in 2 weeks.


features

  • VR puzzle elements
  • HDRP
  • All selfmade models
Freqy
Endless runner
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Freqy

This is a endless runner type of game. this game uses music to genarate a level for you.

General information


Name: Star wars vertical slice

Build time: 2 week

Engine: Unity

Language: C#

Trouble in Terrorist City
Trouble in Terrorist City
Standalone Multiplayer Shooter
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Gameplay Overview

Trouble in Terrorist City is a standalone remake of the iconic Trouble in Terrorist Town (TTT) game mode from Garry's Mod. Inspired by my love for the original game mode, I wanted to create a version that could be enjoyed with friends, while implementing modern features and improving on the original's mechanics.

Players are assigned roles—innocent, detective, or traitor—and must work together or deceive each other to win. The focus is on deception, strategy, and teamwork, offering a mix of classic shooter mechanics with social deduction.
Github link

Key Features & Mechanics
Feature Showcase
  • Standalone TTT experience - No need for Garry's Mod or other third-party content.
  • Role-based gameplay - Includes Innocents, Traitors, and Detectives.
  • Weapon and Item System - A wide variety of guns and gadgets are available to help players outwit their opponents.
  • Custom Maps - Specially designed levels for the game’s unique style of play.
  • Deception & Strategy - Work with or against teammates to uncover the traitors, creating intense social deduction moments.
Screenshots & Media
Game Screenshot 1
Game Screenshot 2
Development Information

Developer: Solo developer
Engine: Unity
Language: C#
Time Spent: Ongoing development
Platforms: PC


I loved the original Trouble in Terrorist Town in Garry's Mod, and that's where the idea for this project came from. The goal was to create a fun, standalone version of the game that I could play with friends. One of the main challenges was getting the character animations right since you need to know when someone is aiming at you.

Another important aspect was creating visually appealing graphics, making the game look modern. I also tackled the complexity of multiplayer gameobjects. Now that the game is in a playable state, I'm considering starting fresh, using everything I've learned so far and exploring ECS and Netcode for Entities to push the project even further.