Portfolio — Resume

  • Name: Roy van Es
  • Nickname: NoSoup4U, Soup
  • Date of Birth: March 8, 1978
  • Place of Birth: Rotterdam, the Netherlands
  • Email:My Email Adress (obfuscated for spam bots)
  • Website: www.nosoup.net
  • Bio: See the about section
  • To become part of an environment in which I can utilize my expertise in architecture and level design and create groundbreaking new game experiences.
  • A strong love for games and its design specifically; Something that is affecting my life on a daily basis.
  • Realizing my skills aren’t up to professional levels yet, I have a desire to learn, grow and develop those skills as part of a highly creative team.
  • The ability and desire to contribute to a highly creative environment, providing unique concepts and solutions.
  • A desire to learn, grow and develop personal skills as part of a highly creative and professional design team.
  • A passion to continue growing in the art of game design, expanding on the understanding of what makes games fun.
  • Experience with setting up test plans, approving bug regression/fixes and assigning work areas to other QA members.
  • Experience in all facets of world building including feature implementation, 3D modeling, game play testing, tools and level visualization.
  • Good understanding of the game market and able to analyze competitive products to identify key strengths and weaknesses.
  • Effective at communication both in person and in bug tracking systems.
  • The ability to apply artistic principles and techniques to digital art.
  • Technically knowledgeable and able to quickly learn new software tools for developing and tuning game play mechanics.
  • Able to quickly adapt to changes, finding creative solutions and prioritizing goals.
  • Good time management and problem-solving skills.
  • A positive, proactive attitude combined with a strong work ethic and creative intelligence.
  • Wheels of War Modification
    Lead level designer, Jul. 2007 to …
    We are currently in the starting phase of getting this project rolling; a modification for the game Enemy Territory: Quake Wars, which will be an interesting mix of racing, battles and a whole lot of absurd fun
  • Unannounced commercial project
    Game- and level designer, 2D- and 3D Artist, Jul. 2006 to …
    I have been working on an idea for about two years, and currently busy in setting up a (small) company which is working part-time to release a (free) game to the market completely build on open-source tools and funded by in-game advertising.
  • ETF Minigames Map pack
    Game- and level designer, 2D Artist, Dec. 2004 to Mar. 2006
    For the ETF Minigames Map pack I used the experience I gained while developing the Q3F Minigames Map pack (see below) to further expand the idea of maps, suitable for smaller crowds (1 to 4 players this time), where each map is a small game on itself and where one can jump in without learning complicated control schemes first. This resulted in 15 maps which can be played with the Enemy Territory modification; ETF. One of the useful things I learned while developing this map pack is creating environments in which different variables (eg. weapons, player abilities) can be used for different purposes.
  • ETWT Diet Practice course Maps
    Level designer, 2006 to 2007
    I created two maps for this unreleased modification. The previous incarnation of this modification (WolfTaktiks) did not succeed and with the re-release of it for another game (Enemy Territory), the devteam realized that part of the problem was that it was too hard for a new player to get into the action from scratch. With the creation of practice course maps I tried to tackle this problem by having several missions set within two maps where all the abilities of the several classes had to be used. While playing through this (single player) map, one would learn how to make proper use of a class and its abilities.
  • Q3F Minigames Map pack
    Game- and level designer, 2D Artist, Feb. 2003 to Jan. 2004
    The Q3F Minigames Map pack was my first attempt at trying to create maps suitable for smaller crowds (1 to 8 players), and each map has its own game play, very different from what was (and still is) on the market. The six maps (plus one easteregg-map), which used the Quake 3 modification; Q3F, came out of a selection of about 20 maps after heavy testing and feedback from the community. The maps were all designed by myself from concept to final release, and doing so taught me a lot about time-management and setting goals for oneself within a project.
  • Various Maps
    Level designer, 2D Artist, 1997 to 2007
    Between the above projects I’ve created several maps for other engines and modifications such as, but not limited to, the Quake-, Half-Life- and Unreal-series.
  • Architecture
    University of Delft, 1998 - 2001 (finished prematurely)
  • Communication and Information Science
    University of Utrecht, 2002 - 2003 (finished prematurely)
  • Game design and Development
    Media Art College of Hilversum, 2003 - 2004 (finished prematurely)
  • Languages
    Dutch, written Advanced Knowledge oral Advanced Knowledge
    English, written Advanced Knowledge oral Advanced Knowledge
    French, written Intermediate Knowledge oral Intermediate Knowledge
    German, written Basic Knowledge oral Basic Knowledge
  • Passionate gamer since age 6, with a vivid history of Atari 2600, Vic20, Commodore64, Nintendo’s stuff and most notably the PC.
  • Created numerous levels and level patches for several game engines.
  • Lead of a QA team looking over the production of mod projects and my own maps.
  • Oversaw all aspects of creating two extensive map packs, which featured different game types unique to each map.
  • Languages: Flashscript Basic Knowledge, Javascript Basic Knowledge, HTML Intermediate Knowledge
  • Graphics: ImageReady Intermediate Knowledge, Illustrator Intermediate Knowledge, Photoshop Intermediate Knowledge, GIMP Advanced Knowledge
  • Mapping: GTKRadiant Advanced Knowledge, Q3Radiant Advanced Knowledge, Doom3/Quake4 Edit Advanced Knowledge, Hammer Advanced Knowledge, EasyGen Advanced Knowledge
  • 3D Modeling: 3D Studio Max Intermediate Knowledge, Blender Intermediate Knowledge, Lightwave Intermediate Knowledge, Maya Intermediate Knowledge, Milkshape Advanced Knowledge
  • Sound: GoldWave Intermediate Knowledge
  • Text: Excel Advanced Knowledge, Word Advanced Knowledge
  • Video: Premiere Intermediate Knowledge, After Effects Basic Knowledge, VirtualDub Basic Knowledge, VideoMach Intermediate Knowledge
  • Web design: Dreamweaver Intermediate Knowledge, Flash Intermediate Knowledge
  • Art: Amateur graphic design and layout for websites and I love my 4B-pencils for traditional drawing.
  • Games: A hobby for life, I especially like my first-person shooters.
  • Music: Besides listening to all sorts of music, I play some guitar myself.
  • Literature: Interested in contemporary fiction with strong scientific elements and I have a weakness for books by Stephen King.
  • Tech: I keep myself updated on the latest and greatest in the techworld, a proud wearer of the Geek-badge.
  • Traveling: I like to see as much of the world and its inhabitants as I can, so traveling around has a high priority on my list.

  • About

    This is Nosoup.net, home of NoSoup4U.

    So why can’t you have any soup? Well, it’s actually only my online screen name I’ve been using since 1998 and has been freely taken from a Seinfeld episode.

    My real name is Roy van Es, I live in the Netherlands and I’ve been playing videogames since I was about six years old.
    It all started with the good old’ Atari 2600 (Combat still rocks my socks to this day) and, while I swiftly became intrigued by videogames, I moved on to a VIC-20 so I could start to modify games myself (oh, how I loved the days of “hax0ring” a game with the help of the Run-Stop button).

    I soon realized the limitations of the VIC-20, and my parents were kind enough to sponsor my trip to the superior world of Commodore 64.
    When I wasn’t playing Lazy Jones I was very busy modifying the several games I had. To this day I still regret selling my C64 (the money was put towards a Super Nintendo), and have since then reminiscenced with my backup cassette full of bleeps and crackles of long lost ‘games’ (and I define ‘game’ very freely here, because some of my *cough* projects back then only involved the player typing in his/her name, followed by maybe some extra personal details, so it could result in a nice “[Insert name] has been an ugly penguin for [Insert age] years!” being spammed all over the screen).

    So my hay days of C64 hax0ring were ended by the new reign of the Super Nintendo which took over the household.

    I bought my first PC in 1997 when I went to live on my own, after finishing my high school and having traveled through Australia for a year.
    I quickly became engrossed with the first Quake (which was the household game for LANs, shortly followed by Duke Nukem 3D), and shortly after discovered that I could design my own maps with Deathmatchmaker (I still wake up in cold sweat thinking of the horrible procedures I had to go through to build a proper map with that editor).

    Thus my modifying-games-spirit had been awakened once again and I noticed how my architecture-study could be nicely incorporated in creating my virtual environments (what’s better than to test the flow of your building while deathmatching through it; although I wonder if any real estate agents ever considered rocketjumpable window heights to be an all-time seller…).

    I started to play online about the release of Quake III: Arena and, halfway through the release, I got addicted to the Q3F modification, a remake of the popular Quakeworld Team Fortress mod for the first Quake.
    Accidentally (or isn’t it?! *cue scary violins*) I also took a break from my architecture study as, after three years, I realized I wouldn’t be happy with a job where the actual creativity when designing a building was being limited to only five percent, whereas the remaining 95 percent consisted of either endless debating on the material being used for the wiring canals/draining pipes/[insert your own boring object], or slashing the best deals with the contractors, financial advisors and city counselors.

    I indulged myself into the various aspects of creating a game, specifically the so-called first person shooters, and created my first, publicly released, series of maps for the Q3F modification. The Q3F Minigames (as the series of six maps was dubbed) were a collection of maps that were aimed at lower player counts (two to eight people) and instead of deathmatch/capture the flag game types, the pack was focusing on different game types for each map. My favorite map of the pack is still Q3F_mg_rockethill, where the player has to reach the top of a sloped ramp while constantly having to dodge rockets which are fired from the top of the hill.
    I also created a few CTF maps for Q3/Q3F, but most stayed unreleased and were used to either make myself used to GtkRadiant (and Q3F’s complex entity system), or to test out different game play variations; a lot of which served me as a base for the fifteen mini-game maps I finished up for the Enemy Territory modification, ETF: the ETF Minigames.
    I’ve also been busy getting myself up to date with the latest engines (specifically Doom 3/Quake 4/Prey and Half-Life 2), and one of the current results is the port of a CTF map for the Quake 4 modification Q4F (yet again another Team Fortress mod).

    I’ve also been working on some private projects for some… years, one of which is a port of the popular eighties arcade game, Elevator Action, on the HL 2 engine.

    At the moment I’m 29 and I finally made the decision to try to make a living doing what I enjoy most: Creating levels/virtual environments. I finally finished up my portfolio and from here on I’ll be trying to secure myself a job with a game studio; preferably as a level designer, but currently willing to take on anything which will get my foot into the industry.
    So, to sum it all up: This site will serve as a showcase for the different things I’ve created, but also give a peek at the current projects I’m working on.

    For now I’m focusing on designing levels for first person shooter games and besides that, I also like to create all sorts of other things such as object models, 3D animations, websites, and short movies.

    I’m self-taught in most things I’ve learned so far and it’s been a fun experience along the way. I’m currently proficient with several 3D-packages, such as 3DS Max, Lightwave, Blender3D and, level design specific, the Radiant and Worldcraft/Hammer editors.
    I’m also able to use several other tools such as Adobe’s Photoshop/Imageready/After Effects, Macromedia’s Flash MX/Dreamweaver MX and, after following several dedicated courses and studies over the year, I’ve become an expert in using Notepad ;).

    For a more visual representation of who I am and what I’ve been making the past few years, have a look at my portfolio.

    For more information you can contact me either by email at My Email Adress (obfuscated for spam bots) or on IRC.

    Catch you around,
    Roy ‘NoSoup4U’ van Es.