Who Am I?
I’m Robert Broer, 26 years old and a game programmer at heart. I’ve been actively programming games for about 8 years and I’m always looking to challenge myself and expand my skill set. I am currently a student following the study HBO-ICT Game Development at the Amsterdam University of Applied Sciences where I try to learn more about game development in general aside from just the programming aspect. Robronic Games is my way to channel all that I’ve learned into creating my own games and assets for people to enjoy!
My early days of game development began with Game Maker classic and I still often use the newer versions (Game Maker Studio / Game Maker Studio 2) to work on small 2D games or for quick prototyping. Game Maker uses GML (Game Maker Language) which is based on the C language family. This makes switching to different programming languages easy. Projects such as Vault Hunter, Skilltree Adventures or The Wheel Of Gamebreaking are all made in Game Maker. Unity is powerful and my go-to IDE for creating 3D games in C# and, after many updates and better support for 2D game development, medium to large 2D projects as well. Echo (the Global Game Jam 2018 winner for Best Student Team), Island Generator, Weathered Ruins Moss are all created in Unity. I know my way around Java and I am also proficient with Python thanks to a school project related to Internet of Things where I programmed Raspberry Pi’s and a personal project with a friend of mine. I created a full game in C++ as well using Visual Studio 2017 as IDE combined with the Irrlicht graphics rendering engine. This was a group school assignment where we could not choose a complete game engine and we needed to extend the engine ourselves (which is what I did solo) including and not limited to garbage collection and loop structuring (Update, LateUpdate, PhysicsUpdate etc.) aside from the game logic itself (Artificial Intelligence, tutorials etc.)
Other experience includes an internship at Gamious in Haarlem where I worked on Team Racing League, a racing game in Unity where I created ranking boards and worked on a Artificial Intelligence system involving bot racecars. These bots needed to be able to provide a challenge against players and I programmed them to the point where they could drive themselves on any level using Unity’s NavMesh. This includes calculating an optimal path from the NavMesh settings, but also many other factors such as braking before a turn, anticipating obstacles and steering around them or even accelerating and bumping against walls because the resulting bounce provides a more favorable position than braking and making a calculated turn. It was advanced enough to win in a 1v1 match against someone who often set the fastest lap times!