About nimbling and me:
Nimbling 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.
You can download the icontainer here, which you can use in an application like Candybar ($29,-) or LiteIcon (free) to replace your icons. Alternatively, you can download a zip containing all the icons and manually replace them.
The Calendar Icons are separately designed to match iCal & Busycal, and need to be manually placed in their respective application bundles.
...Downloads
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.
The saints was my first look at the business side of mobile development. To meet the ever changing demands of customers, I honed my automation and iteration skills here. I wrote a few scripts that will be of use to people in IOS or Android development.
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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! :)
I have included an icon set, some button assets and a few videos of the windows and elements I implemented.
In this project I mainly used Photoshop, Illustrator and the Unreal Editor.
Passion for games was par at Realtime, and I'm still in touch with several friends I met there. I hope to one day work with them again somewhere down the bumpy road called game development :)
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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.
My work at Spellborn consisted of designing and laying out new windows and interface elements. I set up photoshop to enable quick prototyping of window layouts. I also created icons, and am really proud of the combat reticle that got implemented.
In this project I mainly used Photoshop, Illustrator and the Unreal Editor.
Working at Spellborn was a blast, the big, multidisciplinary team was passionate about the game they made, and fun to work with.
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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.
There's a review on Garfield 2 at gamespot that mentions my maze level explicitly :) The project timeframe was rather tight, and as such, working with TwoTribes was quite intense. As deadlines neared, we worked long hours and produced mountains of assets.
I learnt a lot about limited colour palettes and -memory working with the Nintendo DS.
In this project I mainly used Photoshop, and 3DS MAX
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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.
For their then-latest product Speakerphone, they wanted a really fresh interface, and based on a pitch for another project (the baby-altiverb sketch included here) they chose me to design it for them :)
In the course of about two months, I worked both standalone and with the company in their office, and we had a very interactive workflow which worked very well.
The top of the interface are 3D toon-rendered icons. The rest of the interface was made and placed pixel-perfect in illustrator, and animated in after effects. After that I did some final batch processing & touch-ups with Photoshop.
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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.
This learning did not just come from the fact that I have made the game all by myself, but also from the fact that I shouldn't have done so. While it's nice to be able to do everything, none of the separate elements got the attention they really deserved, and the whole suffered.
BPA is a game about Ozon and the BPA. Ozon is an interplanetary emissary sent to save this poor planet from the BPA, using just his hoverboard, some rope and a G-bubble-gun. While the BPA mean no one any harm, they squish (too) many people on their happy rampages through the city, so they must be stopped! I think that, once finished, this game can and will be a radically fresh gaming experience.
I programmed BPA in Blitz-Basic, modelled, textured and animated it in Maya, and did all other graphics with the Adobe suite.
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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.
Lucid was built to seduce and introduce non-gamers to the virtual world of games. The player is aquainted with several basic principles of gameplay, and game mechanics, and is invited to explore different meanings in the medium itself. It included three game modes: an isometric poetry creation game, a hectic top-down office paper collection game, and finally, a poetry rating part.
We developed Lucid especially for "De Slapeloze Nacht" (The Sleepless Night), a big 27 Hour art-event in Utrecht. It was one of my two final projects (the other being BPA) in the Masters trajectory at the HKU.
In Lucid, I took on both roles of character designer and art-director, and tried to keep the graphical style consistent. We used two different styles for both parts of the game, and had to find a balance style-wise in it's main character, Victor. My choice of using a naked kid (in the dream part) turned out to convey just what I envisioned: a vulnerable innocence, caught up in modern day society.
My part in Lucid was done mostly in Photoshop, Illustrator and Flash.
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