Designfor games,apps & print

I'm Maurits van Rietschoten. I design game screens, levels, apps and things that get printed. I work with AI tools. I pick the style, look at every result and throw out what isn't good enough. I'm looking for part-time work, 20 hours a week, remote or near Hendrik-Ido-Ambacht.

DoesUI/UX, level design, layout
ToolsBlender, AI tools, some Adobe
BasedThe Netherlands

About me

I finished Crossmedia design (mbo 4). Since then I've been making my own games, an app, puzzle books and 3D packs.

I have a strong opinion about what good looks like. When something isn't right I can tell you what is wrong with it and what needs to change. I have a critical eye and I notice the small things that are off. I'm curious and I teach myself what I need. Games, 3D, apps and print all started as something I wanted to figure out. I work well on my own and I make decisions quickly. When something clicks I get properly enthusiastic about it. And I'm honest about what I can't do yet.

  • EducationCrossmedia design, mbo 4
  • ToolsBlender, AI tools, basic Adobe
  • LanguagesDutch, English
  • Available20 hours a week
01

Game UI

Each game here looks different, because each one asked for something else. AI tools do much of the drawing. I decide the direction and what gets thrown away. Click a piece to read what was wrong and what I did about it.

02

Levels

Before anything gets built I decide where the player lands, what they see first and where each thing goes. Then I check it from where the player stands.

03

Apps & print

Not everything I make is a game. Here is an assistant app for phone and desktop, a planner you print yourself and a series of puzzle book covers.

04

3D props

Low-poly props for games, built in Blender. They come in packs by theme. Every render has the same figure in it, so you can see how big things are.

05

How I work

Four things that went wrong in my own projects, and what I do differently since.

01

UI design

Spacing before colour.

What happenedA shop screen of mine had no room to breathe and the gaps were all different, so nothing stood out. I fixed the spacing and took elements out. Colour and size came after that.

02

UX

Test it on a phone.

What happenedScreens were getting approved in one desktop window. Most players are on a phone, and there the layouts were cut off and overlapping. Now a screen isn't done until it has been checked from a small phone up to a wide desktop.

03

Level design

Walk it in the game.

What happenedMost layout problems didn't show in renders. They showed once the map was running. So a map isn't finished until I've walked through it in the game.

04

Game design

Cut what doesn't help.

What happenedIn CLEANRUST the rust came off in blocky layers and didn't look like worn metal. It now wears away in eight stages. I also took out a collectible chip system, because it made the game more complicated and no better.

Work with me

Send me what you're making and what bothers you about it. I design and review screens, layouts and flows, for games and for other things. Part-time, 20 hours a week, remote or near Hendrik-Ido-Ambacht. I speak Dutch and English.