2003 — 2026

The
Journey

From a bedroom RPG in the Netherlands to multiplayer platforms, metaverse products, and live broadcast systems in Seoul — a career built on curiosity, movement, and the belief that games can do almost anything.

Chapter I

The Beginning

2003 — 2010 · Netherlands

2003 First Release
The Third Chronicle

The Third Chronicle

Released a self-made RPG built around the world of Bionicle. A teenager, a computer, and an obsession with making something others could play. It wasn't polished — but it was real, and it shipped.

2009 Founded Studio
RosePortal Games

RosePortal Games

Founded RosePortal Games with a clear vision: emotionally driven RPGs built around positivity, growth, coming-of-age, fantasy, and dreams. A one-person studio that would eventually publish five commercial titles and debut on Steam.

2010 First Commercial Game
Whisper of a Rose

Whisper of a Rose

Released RosePortal's first full commercial RPG on Big Fish Games and select portals. Every pixel, menu, character, and mechanic was handmade. Reviewed 87/100 by RPGFan. The game is still available and still finds new players.

2010 Travel
Japan

Japan

A self-funded solo journey across Japan — exploring music, art, temples, mountains, and the particular way Japanese culture approaches craft. These months fed directly into the aesthetic and emotional language of future games.

Chapter II

Building

2011 — 2016 · Netherlands · London

2011 Education
SAE Institute London

SAE Institute London

Moved to London to study 3D Animation at SAE Institute — adding formal technical foundations in 3D modeling, rigging, and production pipelines to a portfolio that was already shipping commercial products.

2012 Commercial Release
Sweet Lily Dreams

Sweet Lily Dreams

RosePortal's second full-length commercial RPG — original hand-crafted visuals and a new narrative. The studio's output was accelerating even while studying full-time.

2013 Commercial Release
The Princess Heart

The Princess' Heart

Third commercial RPG under RosePortal Games, followed shortly by Epic Quest of the 4 Crystals — a satirical RPG that deconstructed classic genre tropes as a love letter to the games that came before.

2014 Platform Launch
Steam debut

Debut on Steam

RosePortal Games officially launched on Steam through a publishing collaboration with Degica — the studio's first global storefront release. Also that year: a Bachelor of Computer Science at Rotterdam's Open University, studied alongside full-time development.

2015 Travel
China journey

China, Taiwan & Hong Kong

A second solo creative journey — this time across China, Taiwan, and Hong Kong — studying culture, landscapes, and visual styles. Pre-production on OH! RPG! began during these months, directly shaped by what the journey uncovered.

2015 Crowdfunding
Kickstarter for Unraveled

Kickstarter — Unraveled

Led a successful Kickstarter campaign raising $17,867 for Unraveled: Tale of the Shipbreaker's Daughter — securing collaboration with Hiroki Kikuta, composer of Secret of Mana, as the game's musical director. Featured in Red Bull and gaming press internationally.

2015 Commercial Release
OH! RPG!

OH! RPG!

Fifth full commercial RPG and a launch title for RPG Maker MV by Degica — achieving top new-release status. Five games in six years, all solo-developed.

Chapter III

Going Global

2017 — 2021 · Netherlands · Los Angeles

2017 Industry
21CC Education

21CC Education

Joined 21CC Education as a developer creating interactive educational technology and gamified training simulations for global logistics companies including DB Schenker and Maersk. Game development skills applied at enterprise scale.

2017 Teaching
Mentoring interns

Mentoring & Teaching

Opened RosePortal Games to intern mentorship programs, leading small Scrum-based Unity teams and guiding students through real production pipelines. The following year began teaching Unity3D and XR development at Techniek College Rotterdam.

2018 Innovation
My Virtual Stylist

My Virtual Stylist

Led development of a machine learning and AR project that recognised clothing types through computer vision and overlaid styling recommendations in real time. An early experiment in Unity at the intersection of fashion, AI, and real-time graphics.

2019 Milestone
UN Secretariat New York

United Nations, New York

Represented 21CC Education at the UN High-Level Political Forum on Sustainable Development at the UN Secretariat in New York — showcasing an interactive application that supported the Sustainable Development Goals. The same technology used to build games was now being demonstrated on a global diplomatic stage.

2021 Industry
Kippo Los Angeles

Kippo — Los Angeles

Sole senior Unity engineer on a three-month engagement that transformed a gaming-focused dating app into a real-time multiplayer social world — Unity embedded inside live iOS and Android native apps, Photon multiplayer, Agora voice and video, eight PlayFab-scored mini-games. Shipped on time without disrupting the existing app. 500,000+ Google Play downloads. $4.5M investment round followed.

Chapter IV

The Korean Chapter

2022 — 2026 · Seoul

2022 Relocation
Seoul South Korea

Seoul, South Korea

Relocated permanently to Seoul to continue international game and metaverse development work. The city's energy — concrete and trees, old and future-facing, slow evenings and fast technology — became the backdrop for the next chapter.

2022 Industry
DevUnlimit Seoul

DevUnlimit

First professional role in Seoul — building browser-based AR experiences that ran inside a standard web browser with no app install required. Real-time body tracking via MediaPipe and ThreeDPoseTracker, Unity WebGL, and camera permission architectures across iOS and Android browsers. The interesting problem: full-body interactive AR, delivered through a URL.

2022 – 2025 Industry
ZTX virtual world

ZTX

Spent 2.5 years at ZTX — a large-scale Unity platform that ran from PC MMO to mobile social app — as part of the original core engineering team. Owned housing systems, farming loops, and creator tooling across a distributed US–Korea engineering team.

2025 – 2026 Aurora World · OWIS
OWIS Virtual Idol Production — Aurora World

Aurora World / OWIS

Sole Unreal Engine developer on Aurora World's 3D Technology Team — built the real-time performance systems that put K-Pop virtual idol group OWIS on live broadcast stages. Engineered full-body motion capture pipelines using OptiTrack, MANUS, MotionBuilder, LiveLink, and ARKit, plus live camera switching, broadcast UI, and custom occlusion correction for live-show reliability. Delivered 20+ broadcasts to MNet, MBC, and Studio Choom. Motion capture work from this role appears in OWIS content viewed 6.7 million times.

Still writing the next chapter.

Get in touch Selected works →