Hi, I'm Paul-Maikel

Your next technical designer

I’m a Creative Media and Game Technologies graduate from Saxion University of Applied Sciences, passionate about building interactive worlds and immersive experiences. During my studies, I engineered projects ranging from sleek 2D games to ambitious, complex 3D environments, working both solo and as part of multidisciplinary teams. Below, you’ll find a selection of my work that showcases my skills, creativity, and technical expertise.


Projects

Team project

Magical Combat Game

A game created for Minor Skilled at Saxion University of Applied Sciences

Team project

Spider Collider

A 2D physics puzzle game with a custom physics engine.

Professional Team Project

Lily's Island

A cute resource management simulation game which takes mining, farming, and fishing into a whole new level! Help out little animals to gather resources and build their island before winter arrives.

Professional Team Project

Sweet Defense

A cute, candy-themed tower defense game.
The sweetest and cutest tower defense game you will ever experience!

Team Project

I'll Remember

A serious game about noticing the signs of dementia.

Team project

The Sorrow King's Castle

A Game jam game made around the theme of Identity

Team Project

Enschede Light's Up

An interactive light installation celebrating 700 years of Enschede

Team Project

Little Way Home

A project where children's monster drawings are brought to life.

Solo project

Lightning Strike Visual Effect

A visual effect of an explosive lightning strike created in Unity

Solo Project

GLSL Raymarcher

A GLSL raymarcher created with shadertoy

Paul-Maikel van Barele


I’m Paul-Maikel, a game developer who turns ideas into playable realities. From my first childhood experiments in making games to graduating in Creative Media and Game Technologies at Saxion University of Applied Sciences, I’ve been obsessed with building experiences that players can get lost in. My work spans solo passion projects, collaborative team builds, and two fully shipped games. Whether it’s 2D gameplay or rich 3D immersion, I bring technical precision, creative flair, and a love for crafting unforgettable player experiences.

Soft Skills

Working with a team
Communication
Time Management
Problem-solving
Flexibility
Patience
Adaptability
Fast learner

Hard Skills

Unreal Engine
Unity
C#
C++
Blueprints
Godot game engine
GDScript
Javascript
HTML & CSS
GLSL
Blender

Spider Collider

Team project

A 2D physics puzzle game with a custom physics engine

About Spider Collider

Spider Collider is a physics puzzle game where you play as a spider trying to catch flies and get back to its nest. You do this by swinging while avoiding obstacles. It was made in a framework created by teachers at Saxion called GXPEngine, which is a C# engine made for 2D games.

My role and contribution to the project

During this game I was in charge of implementing the physics into the custom framework that was provided to us and different stage hazards for the player to interact with. I also created a system to handle switching levels and created the UI together with one of the designers on the team.

Stage Hazards

Lily's Island

Professional team project

A cute resource management game created for the Microsoft Minecraft Marketplace

About Lily's Island

Lily's Island is a game created for the Microsoft Minecraft Marketplace. It is a cute resource management game where you slowly but surely build up an island by collecting resources across various, custom made areas. As your island progresses more and more friendly creatures will join your island and can give you more things to do.

My role and contribution to the project

This project was the first game that was released by Humblebright Studios on the minecraft marketplace and during this project I was the only programmer on the team.
For this game I created every mechanic and NPC behavior that is seen throughout the game. Every sequence is programmed by me as well as every NPC interaction.

Sweet Defense

Professional team project

A candy-themed tower defense game

About Sweet Defense

Sweet Defense is a game created for the Microsoft Minecraft Marketplace. It is a cute and candy-themed tower defense game where you have to help defend the candy kingdom from bugs that are attacking. The game contains 5 unique levels and 6 unique bosses.

My role and contribution to the project

Sweet Defense was the second game that was released by Humblebright Studios on the minecraft marketplace. For this project I was the sole programmer and created every system which includes:

  • NPC interactions

  • Enemy AI

  • Turret behaviors

  • Level music

  • Level management

  • Implementation of various animations

I also experimented with using physics animations which can be seen in the image gallery.

I'll Remember

Team project

A serious game about dementia and how to recognise it

About I'll remember

I'll remember is a game created as a serious game showcasing some of the early signs of dementia and the effects it can have on the patient and the people surrounding them. You play as a grandfather who is starting to experience dementia. Slowly but surely you start forgetting things throughout the day. Memories start getting blurrier. And your daughter is getting increasingly worried about you.

My role and contribution to the project

During the making of I'll remember I created several gameplay systems within the Unity game engine. These systems included

  • Custom dialogue system

  • Interaction system

  • Pick-up system

  • Level modifying system

I worked together with the designers in my team to implement features that they needed to create the experience that they envisioned for the game.

Little Way Home

Team project

A platformer game where the monster drawings of children have been brought to life.

About Little Way Home

Little Way Home is a 2.5D platformer where you play as Blue. Blue is a small monster who, one night got scared by monsters in the dark and ran away from his warm, cozy home. Now he is trying to find his way back home. All while helping out monsters that turn out to be not so scary after all.
This project was created for Concordia's monster project.

My role and contribution to the project

For Little Way home I worked together with one other Engineer. Together we created various mechcanics and systems, including the following which I was in charge of:

  • Dialogue system

  • Implementing animations

  • Implementing sounds created by artists

  • Implementing particle effects created by artists

  • Level management

  • Creating level triggers that could be used to trigger events within the level

  • A system to create and trigger simple cutscenes

  • Creating level elements like bouncy mushrooms

GLSL raymarcher

Solo project

A GLSL raymarcher created with shadertoy

About the project

This raymarcher was created from scratch using GLSL on shadertoy.com.
You can check out the source code here!

The Sorrow King's Castle

Team project

A game created in 72 hours for the CMGT-Festival game jam

About the project

This is a game that was made in 3 days for the CMGT-Festival game jam hosted by the Creative Media and Game technologies study. The theme for this game jam was Identity.

My role and contribution to the project

For this game I helped create the main character controller and some of the obstacles the player encounters in the game

Magical Combat Game Prototype

Team project

A game created for Minor Skilled at Saxion University of Applied Sciences

About the project

This project was created to learn how to make a game in Unreal Engine 5. This later evolved into learning about Unreal Engine's Gameplay Ability System.

The main gameplay loop of this project is its magical combat. The player has control over 4 different elements and is able to combine them to create various effects and combos.

My role and contribution to the project

My main focus was to work together with a designer from my course to create the combat system. I did all of the programming for it like setting up Unreal Engine's Gameplay Ability System and learning about how all of that works.

Along with this I created several smaller mechanics that worked with the Gameplay Ability System like a dodging mechanic and a targeting system.
All of these were created by making use of the Gameplay Ability System and are fully integrated with it.
For the dodging I also had to learn how to retarget animations from Mixamo to the Unreal Engine skeleton

Lightning Strike Visual Effect

Solo project

A visual effect of an explosive lightning strike created in Unity

About the project

This project was created to learn about visual effects in Unity

I decided to create a scene where a cloud is charged with lightning and eventually strikes down on a house, making it explode. The materials and shaders for this were made using the Unity game engine.

Enschede Lights Up

Team project

An interactive journey through three different eras of Enschede

About the project

This project was created for the 2024 editions of the Enschede Lights up festival and Hengelo Licht festival.

It takes the users on a journey through three different eras of Enschede. The past, present and future. Each of these eras have a unique minigame for people to play through.

My role and contribution to this project

During this project my main focus was on the different minigames. I used Unity and shaders to create two out of the three minigames.

along with this, I also worked on creating communication between a python script and Unity as this project makes use of camera tracking technology. This was done through the use of websockets.