Eric Broersma

Eric Broersma

Software engineer / Unity developer

info@ericbroersma.nl

What I do

Are you working on a game, mobile app or backend — tackling interesting technical challenges? I'm available for hire, let's talk: info@ericbroersma.nl

Previous work

Volkswagen project

Cruden designs and manufactures driving simulators. As part of the project team, I researched, designed and implemented new features within Cruden's simulator software in support of Volkswagen's R&D programme.

Furthermore, I improved the Unity-based automotive content creation software and rewrote its comprehensive usage documentation, thereby speeding up the workflow and making it less error-prone.

To ensure the most added value, I collaborated throughout with the core product software developers at Cruden, as well as with the engineers and researchers at Volkswagen.

Clients: Cruden & Volkswagen Forschung und Entwicklung

kijk en lees mee met nijntje

Again working closely with Hiro's designers, I implemented the iOS and Android app for the children’s reading book kijk en lees mee met nijntje by the HEMA Foundation and Mercis.

Clients: HEMA Foundation & Mercis

Ootje en zijn Lettervriendjes

Together with the designers at Hiro, I used Unity to implement the iOS and Android app for the children’s reading book Ootje en zijn Lettervriendjes by the HEMA Foundation.

Client: HEMA Foundation

RIGD-LOXIA

As a member of project teams developing software for the configuration and design of railway traffic control systems, I wrote a lot of Java, Python and TypeScript.

I also laid out application architectures, designed new features to fit into existing software and ran sessions improving the team's process.

Client: RIGD-LOXIA

Mind the Cubes

In close cooperation with game designer and art director Rombout Casander, I developed the 2.5D iOS puzzle game Mind the Cubes, using Unity.

Trailer: YouTube

Fort Pampus game

A student project with the goal of creating a “playful interaction” on fortress island Pampus. I designed and implemented a 2D game engine in C++ using openFrameworks, while cooperating with the sound and game designers to integrate their ideas into the game.

Client: Forteiland Pampus

TNO EVE

I integrated the EMotion FX animation middleware into the in-house simulation system EVE.

Client: TNO

The AI Sandbox

“The AI Sandbox” was a rapid-prototyping environment for experimenting with artificial intelligence. I helped build the first prototype.

Client: AIGameDev