
BIOGRAPHY
As a designer... I always put the player first and try to create fun and interesting gameplay moments,
even in the tiniest and seemingly irrelevant bits of design.
As a gamer... My Steam library is far too big and will never be completed in one lifetime... some of my all-time favorites include the Fallout and Witcher series, Counter-Strike, The Last of Us, Civilization V, Awesomenauts, and Marvel Rivals.
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As a collegue... I prefer to be around people, love joining for drinks, events, and other fun team-building stuff
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As a person... I am easy to get along with and like to help folks out wherever possible.
GORAN XAVERIUS DE RUITER
I'm a Technical Designer who likes to get things done, make my team proud and create something the players will hopefully enjoy.
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In my free time am playing my bass, guitar and piano, love going out, and like to stay active by going to the gym or participating in sports. ​


Top skills


Level Design
Level design is what sparked my interest in game development as a whole, and has been my one of my greatest passions every since I made my first Counter Strike level.
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I love messing around with map editors, mod kits, game engines, and am familiar with all the standard industry practices and vocabulary: white/greyboxing, metrics, readability, pacing, flow. POIs, landmarks, golden path, signposting, affordance, valves/gates, dead zones, etc

Technical Design
Coding is fun! I have completed many projects in Technical Design roles, including several AAA titles. I like prototyping new features, working on tools, or designing and creating entire complex game systems.
Experience:
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Unreal Blueprints
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Unity C#,
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Valve Source SDK.

Production & workflow optimization
Production was part of my education at BUAS, and to this day I implement what I learned in much of my work, even when in non-producer roles. For example, as feature owner I was responsible for things like:
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Sprint & milestone planning
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High level production plans
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Feature team Jira creation
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Creation of tracker spreadsheets
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Cross-department planning and communication for major features

AI Design
In the later part of my career I've been responsible for the creation of substantious complex AI systems and content.
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I am especially specialized in topics such as:
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Living World systems & content
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Non-Combat / Pre-Combat AI
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Crowd behaviors
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Setup tools for the team
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I also have experience with the setup and tweaking of AI combat encounters on AAA shooters.

Unreal Engine
Created multiple games using the Unreal Engine 4 & 5 and its Blueprinting system, including AAA titles

Unity3D
Created several games in the Unity game engine, using C#.

Source SDK
Created several maps and minigames using the Valve Hammer editor.





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Familiar with various major software for version control, documentation, communication, and video editing