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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. ​

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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:

  • Unreal Blueprints

  • Unity C#,

  • 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:

  • Sprint & milestone planning

  • High level production plans

  • Feature team Jira creation

  • Creation of tracker spreadsheets

  • Cross-department planning and communication for major features

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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:

  • Living World systems & content

  • Non-Combat / Pre-Combat AI

  • Crowd behaviors

  • 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.

Software

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

Game Development Portfolio © 2025 - Goran Xaverius de Ruiter, the Netherlands.

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