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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, thanks to leading Team Portomaxx I've discovered my love for 3C's 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 player character
  • 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
Swordcaster (ongoing)
Godot Notion
Level Design
3C's
Combat
A fast paced Souls-inspired boss battle, created as an exercise in root animation-based combat and level design, and the pipelines associated with them.
What I did:
  • Thorough pre-production and project work breakdown
  • Creating a pipeline for animation iteration
  • Surveying player expectations and preferences
  • Top-down map and level greybox
  • Iterating boss enemy behaviour
  • Designing an animation-based player character
  • Working in a small Scrum team

Projects

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