Roy Bomhof

Game Designer

Game Designer with a passion for building the player experience, gameplay feel, juice and polishing the fun.

Enjoy taking a rough gameplay model and implementing all the extra systems that are needed to make the gameplay feel great, whether working with the 3Cs, VFX, audio and tweaking and balancing where needed. Able to identify and implement what is needed to take the player experience to a whole new level and make it ready for release.

You can reach me at:


Heroes of arcana
narrative & Game design

@ Keypoint

Unity Project

Collect your three-man team and fight your way through the dangerous Towers of Wants, Cups, Swords and that of Pentacles to become the Heroes of Arcana!

In this project, I am responsible for various tasks such as ability and hero designbalancing, UI & UXnarrative designs and writing.

Read more..

Coming 2021-2021, but you can wishlist it already on Steam!


Game Design internship @ Rogueside

Unity Project

From the developers of the Guns, Gore and Cannoli franchise comes a new 2D run & gun platformer: Warhammer 40,000: Shootas, Blood & TEEF! Spearhead an Ork invasion, destroy the hive city and kill your warboss! ‘Ere we go!

During my internship at Rogueside, I took on a lot of different tasks. I have worked as a Game Designer, Audio Designer, and Level Designer, and was responsible for improving the UX which included creating a lot of the VFX. Finally, I helped restructure a large part of the project and set up pipelines.

Read more..

Coming 2022, but you can check it out already on Steam here!

Project necromancy

Graduate project

Unity Project

Enemies? Check! Dead enemies? Check! Raising them into your private army of minions? Check!

In this isometric action game, players take control over the Necromancer, who has to fight his way through the human lands by raising the defeated humans as their minions!

In this project, I have been responsible for starting and managing the project, but also played a big part of the design and implementation of features. I started this project to learn more about Unity and C#.

Read more..

Raise the dead on!

Game Designer
One-year game project on IGAD


Unreal Engine 4 Project

Gather up to three friends and get ready to blast the corporations with your powerful paint blasters. Leave no tile unpainted!

In this third-person, online cooperative shooter, I was responsible for managing the design team and overseeing the design of the project.

I have also been responsible for developing the UI & the HUD, Gun Designs, Enemy Designs and have worked as a Level Designer in the early stages of the project to help define the game vision.

Read more..

Paint the corp’s conveniently coloured grey world with powerful paint blasters over at Steam!

Game designer
Half-year personal game project


Unity Project

This sea-faring adventure game for mobile I developed together with another developer in half a year time next to our time at IGAD.

In this project, I was responsible for the gameplay design, quests and creation of 3D low-poly assets.

The entire game is created with free software such as Blender and Gimp.

Read more..

Awards: Top 4 games on the White Nights Conference

Published on the Play Store

Game Designer
6-month student project at IGAD

Unreal Engine 4 Project

In the third year of IGAD, we created Lumberjacked. During this project, I took up various tasks and was flexible during development. During Pre-production, I started out as Creative Lead, ensuring that the co-op gameplay stayed light-hearted and fun. 

During the production of Lumberjacked, I was responsible for the narrative of the world. I helped create the characters of Lumberjacked through personas and wrote the main story and dialogues. Later in the project, I worked on set-dressing and additional level design.

Read more..  

Throw jars, throw enemies, heck even throw your friends over at (but bring a friend!)

Dev room breda

Games Industry Networking Event

I am one of the two organizers of Dev Room. A game industry networking event at the MotMot gallery in Breda.

With Dev Room we want to bring game creators and enthusiasts together in a relaxed atmosphere. Visitors can can network, showcase their games and play games that are still in development or have just released.

It’s a great and fun opportunity for developers to showcase and playtest games, all while enjoying music and a drink.

Read more..

GAME JAM: cortex cannon
2-week student project on IGAD

Unreal Engine 4 Project

During this Game Jam, I tried out the role of Producer to experiment in different game development roles.

GAME JAM: potions, please
3-week student project on IGAD with a custom controller

Unreal Engine 4 Project

During this Game Jam, I tried out the role of Producer to experiment in different game development roles.

3-month student project at IGAD

Unreal Engine 4 Project

In the first year of IGAD, I developed Mouse Madness. A project inspired by the arcade classic Dig Dug. I had an flexible Game Design role in this project, helping wherever necessary. 

Read more..


2020 GMTK Game Jam: Out Of Control – Unreal Engine 4 Project

In this game, you play as a satanic cat on a Roomba, who uses telekinetic powers to clean up the room by throwing the right objects into the pit, straight to hell.

Visit the page

GAme jam: Dithercat
Game designer

2019 Yogscast Jingle Jam – Unity Project

In this game, you play as a cat, who collects food for their incompetent owners. The more food you collect, the more bouncy you become. Don’t get too fat, or you’ll bounce off into space!

Visit the page


2019 Yogscast Jingle Jam – Unity Project

Cat and Mouse game where both players play on the same keyboard and use screen-peaking as a mechanic.

Read more..

Awards: Audience Award


Hi! I’m Roy Bomhof. A Game Design alumni from the International Game Architecture & Design (IGAD) education, at the Breda University of Applied Sciences, BUas (formerly, NHTV).

When I was a kid and played with my friends, I used to make up games that we’d all play with our imagination. When I grew a bit older, I discovered the world editor for Warcraft II: Tides of Darkness. From that moment on, I fell in love designing stories and worlds. I would spend most of my time in the World Editor from Warcraft III, and the Hammer Editor by Valve.

Growing older, I had chosen Graphic Design as my future career and study, but grew unhappy and lacked the interactivity with the audience. I had followed up that study with Product Design and Art, leading into Fine Arts at St. Joost in Den Bosch. My projects all ended up involving games so, finally, I gave in and went on to become a game developer.

My peers value me for my enthusiasm, creativity, empathy and problem solving-attitude.

I ever continue my passion for world-building in Dungeons and Dragons by creating my own campaigns and being a Dungeon Master (and player) for multiple groups.

Favourite games: Warcraft III, Risk of Rain and Dark Souls
Playing recently: Disco Elysium, Hades, Divinity 2: Original Sin
Books: Neuromancer Trilogy, Mistborn Trilogy, Stormlight Archive

Key Skills


After 11 years of working in different creative branches, I come up with solutions and fresh ideas quickly.

My experiences include Graphic Design, Creating Workshops and Creating Campaigns for D&D

Level Design

Having over 6 years of level design experience, I am an all-round level designer with both skills in technical level design, environmental level design and set dressing.

My experiences include Real Time Strategy, Co-operative games, First- and Third Person Shooters, Platformers and RPG's.

Game Design

I have worked on multiple aspects of Game Design and as a game design enthusiast from a young age, I have a broad mental library of references.

Within the wide range that is Game Design, I love learning new skills, which is why I am knowledgeable about many topics.
I have experiences with Combat Design, Level Design, Audio Design, UX/UI & Narrative Design.


I adapt easily to new tools and people depending on what the task requires. I'm open to learning and apply knowledge quickly.

My flexibility comes from my personality, but also from experiences from different fields such as product design, fine arts and teaching.

Proficiency with Software

For the past years, I have worked extensively on multiple projects in Epic’s Unreal Engine 4. I know my way around the engine and know Blueprinting (visual scripting), UMG (Unreal’s Motion Graphics and UI Designer) and have some experience with its AI and behaviour trees. I’m also experienced with the level editor.

For two game jams and my mobile game; Zeil, I learned the Unity engine and along the way picked up a basic understanding of C#. I expended this knowledge during Project Necromancy.

As a designer, visualizations and communication are your bread and butter. I effectively manage documents and communicate them well with Google Suite and Microsoft’s Office 365. My background as a graphic designer makes me an advanced user of Adobe’s Illustrator, InDesign and Photoshop, which I use seamlessly together.

Lastly, game engines are not always the most efficient to quickly communicate your ideas. I also have knowledge of Google SketchUp, which I recently replaced for Blender to make quick sketches for a level or an asset that’s required as a landmark.

Unity 3D
Unreal Engine 4
Google Suite
(Microsoft) Office 365
Adobe CC

Soft Skills

Teamwork & Social

I enjoy teamwork and working with people. I think I'm at my best when working in a group where my enthusiasm and creativity infects others with the drive to create.

Agile Development

I'm experienced with different Agile methods, such as Scrum, KANBAN and Lean. I've been a scrum master too!

Presenting & Presentations

My background in Graphic Design allows me to create good-looking presentations, while my people skills allow me to sell them to most audiences.

Project Management Tools

Atlassian Jira

For our third-year project, we used Atlassian Jira for our project management.


I have been using Trello extensively for the past few years. It's quick, intuitive and easy to understand. It's great for smaller teams and a personal favourite of mine.

Version Control

I have worked with version control for the last three years and am aware of the importance of the pipelines that involve version control. I have experience with Perforce, Swarm and Github.


During my internship, I learned how to use HacknPlan and some more of the intricate features it offers.