About nimbling and me:

Herman van BoeijenNimbling is my online portfolio and base of occasional freelance operations.

I am Herman van Boeijen, a well-rounded games & multimedia professional with a broad range of content creation skills.

I'm a technically oriented artist, and can juggle alpha channels, surface normals, vectors and frames to end up as ready-to-implement pieces in your programmers' hands. And I can do so in many an art style.

I'm an avid gamer myself, and prefer clean and simple interfaces. I believe making the interface (and which elements-) part of the gameplay of a game should be a conscious choice every time.

Scrolling down will reveal some of the projects I've had the pleasure to work on in the past, matching thumbnails will appear automatically, enjoy!



Stark Icons

Stark Icons is a Mac icon replacement set for use on your desktop.

(For your personal, non-commercial means only, of course)

There's a few versions of icons like iTunes, Sonos, Spotify and Skype to match your current desktop theme or mood :)

Folders and files might follow in a future update.






the Saints

At the Saints, I operate on a one to many basis. I provide up to ten programmers working on all different mobile platforms simultaneously with production ready assets. Which I design, or receive, process or modify from external sources.





APB

When Realtime Worlds called to offer me a temporary gig in Scotland, I was rather excited :) I got to work in a 16-person strong *UI* team, on APB.

My expertise in applying Unreal shaders to UI elements came in very handy, as did my vision on workflow and file formats. I ended up being the go-to guy for difficult UI tasks, which I enjoyed thoroughly. My shader work gained the low-spec players a few hard-needed extra frames per second. *Fun Fact:* I did the final version of the reticle in both APB and Spellborn! :)


Spellborn

Spellborn was a great opportunity for me to work on a big game title. It's an MMORPG with active third person controls, that needed a lot of interface elements made. I'm proud of my assets that made it into the game, but I'll also include some designs here that didn't make it into the final product.


Two Tribes

I was hired at Twotribes especially for the Garfield 2 project, and made lots of assets for the game. This includes the so called "look scenes" which were interactive eye candy inbetween levels, lots of (animated) props, one special (labyrinth/maze) level, a bunch of textures and most of the enemies present (and non-present...) in the game.



Nimbling

With Nimbling, I have taken on various assignments ranging from interface design to creating 3D assets for a childrens website. The interactive flowers and tentacle were my landing page for nimbling for several years.

By far my coolest assignment was with Audio Ease, a professional audio plugin producer based in Utrecht, Holland. With fast, scientifically correct audio modelling, called convolution, they were awarded several industry awards.


BPA (Big Pink Animals)

BPA was my final project at the HKU, and the one I finally graduated with.

BPA means a lot to me. It contains a lot of (classic-) gameplay-elements which I believe in strongly, and it represents a big learning experience for me.


Lucid

Step into an interactive dream, and live the exciting story of an office clerk(...), who turns out to be a true poet at night. While handling other people's texts on paper during the day, he creates his own story while dreaming. Join Victor during his dreamless days and sleepless nights. Help him get through his nine to five.