Hi, I’m Feiko! 

I’m a Game Designer & Business Developer from the Netherlands, focused on creating engaging experiences that bring people together.

Skills & Software

  • Iterative Game, Level & Conceptual Design
  • Quick, iterative prototyping to establish feasibility & viability of designed features
  • Designing of features / content through design methodologies like MDA & PENS
  • Design decisions backed up by market, audience and competitor research 
  • Implementing & creating features in Unreal Engine & Unity through Blueprinting and C#
  • Tracking player behavior by implementing analytics in game & on project websites

Achievements

  • Worked on one full-cycle Steam release & one full-cycle Itch release
  • Reached 800+ positive reviews and 1.800.000+ stream viewers during the first two months of release in Arid
  • Successfully implemented Analytics to track 40.000.000+ daily events, leading to quicker iteration processes during live ops in Arid
  • Received Best Student Game 2021 @ Dutch Game Awards
  • Recieved Finalist Game of the Year @ Game Development World Championships 2021
  • Received Best Design & Best Art @ IGAD Awards 2019 with Streamlined Mastermind
  • Received Best Design & Audence Choice award @ IGAD Awards 2020 with Arid

Unannounced Project – Lead Game Designer & Business Developer

  • Project Timespan: 2 Years
  • Roles: Lead Game Designer & Business Developer

More info soon

Arid – Lead Game Designer & Technical Designer

A Gritty, exploration-survival experience set in the Atacama Desert; the driest place on earth.

Finished game released on Steam!

  • Project Timespan: 32 weeks
  • Roles: Lead Game Designer & Technical Designer

Responsibilities include: 

  • Working with Programmers to create & implement features and optimize performance
  • Creating design prototypes during the first 16 weeks of the project, guiding design and answering technical design related questions.
  • Tracking 40.000.000+ daily player events, helping quick iteration processes during live development
  • Designing gameplay features such as Base Upgrades, Equipment, Weather and the Day & Night cycle.

Quantum VR – Lead Designer & Product Owner

A compact & playful heist planning game

  • Project Timespan: 4 weeks
  • Roles: Lead Designer & Product Owner

Responsibilities include: 

  • Implementing VR compatible features like VR elevators & object spawners
  • Designing & implementing 3Cs and setting level design requirements
  • Researching & experimenting with non-euclidean geometry in VR & motion sickness
  • Defining high-level development plan & researching budget

Feiko van Dijk: Business Developer & Game Designer


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