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Nathan Stroomberg - Game Designer
Welcome to my portfolio page! Click the projects to read more about them in detail.

While I love doing all kinds of design, recently I've discovered my love for 3C's and level design, as reflected in my highlighted projects.

Highlights

Thrust Factor
Unity Aseprite FMOD
3C's
Game Feel
Progression
Combat
A challenging, movement-based arcade shooter, a study-turned-passion project, with my primary focus on creating a fluid player controller and balancing difficulty and progression.
What I did:
  • Producing a game from concept to release
  • Designing a character controller
  • Designing enemy behaviour
  • Designing a fluid combat system
  • Balancing the game loop
  • Polishing & game feel
  • FMOD Integration, music, sound design
  • Unity Development
Team Portomaxx
Unreal Engine 5.6 Notion GitHub Miro Board
Leadership
3C's
Feature Specs
A project I initiated and led with 19 students, a first for HKU. We practiced industry standard pipelines and workflows to create a magical girl themed FPS.
What I did:
  • Managing a big development team
  • Working in (and facilitating) a professional Scrum environment
  • Creating and playtesting two 3C's prototypes in UE Blueprints
  • Owning and fine tuning the final player character
  • Writing feature specs for developers
Sword Caster
Godot Krita
Level Design
3C's
Combat
Audience Analysis
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What I did:
  • ...

Projects

Burgbos
Godot Krita
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What I did:
  • ...
Virtual Encounters
Godot Krita
Narrative
Audio
Artistic
An absurdist narrative experience about three different experimental games, each questioning a unique aspect of play itself.
What I did:
  • Concepting and prototyping
  • Writing an engaging, absurdist narrative
  • Designing four 3D environments
  • Usability testing and targeted playtesting
  • Godot Development
De Rechtlijn
Android Unity Krita Twine
Narrative
Audio
Artistic
A satirical audio-based game played entirely on a smartphone dial screen. My goal was to design a socially conscious, meaningful experience about the rise of AI and the loss of interpersonal contact.
What I did:
  • Designing and pacing a maze-like narrative
  • Translating my fascination to concrete game mechanics
  • Designing satisfying exploration
  • Sound design
  • Development for Android in Unity
Stealth Recon Xtreme
Krita
Tabletop Game
Playtesting
A tactical board game where two players, who can't see each others pieces, fight to collect artefacts, trying not to give their positions away in the process.
What I did:
  • Rapid prototyping and iteration
  • Live playtesting
  • Designing and iterating a tabletop game board
  • Creating a trailer video and box art

Side projects and game jams

Pop
2025
A short narrative game made in one hour for the "60 minute jam"
What's in the box?
2025
An experimental "tiny game", where I explored narrative interactions with a cube
The Ice Crime Man
2025
Made together with a game art student for the 3-hour jam
Woud (demo)
2024
Made in a team of two, my focus was on systems, level design, coding and audio
Politiek Spel
2024

A (Dutch) satirical parody of politics in the Netherlands, made solo for my HKU Game Design application