Remco Nijs
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remconicedev.bsky.social
Remco Nijs
@remconicedev.bsky.social
4th year game dev student at BUas | Passionate about animation-driven systems and combat design | Huge fan of martial arts

Currently interning at Remedy Entertainment

My socials and portfolio: https://linktr.ee/RemcoNijs
Always a fun time volunteering at the #globalgamejam2025
January 27, 2025 at 9:38 AM
After weeks of preparation, my martial arts mocap shoot went off without a hitch!

Managed to capture 46 shots within 1 day, a mix of both attack cycles and combat locomotion!

A big thanks to my friends for volunteering to help with the shoot!

#gamedev #mocap #martialarts #Vicon
January 16, 2025 at 4:24 PM
Got to attend rotterdam gaming connect this friday and had a great time!

@ramiismail.com gave an insightful talk on the current state of the industry and helped relieve some of my anxiety on the current direction of the dutch games industry.

Also got to meet with some lovely hku people! #gamedev
December 8, 2024 at 8:22 AM
Heres what a year of leaving your spotify liked songs on shuffle looks like.
December 4, 2024 at 3:11 PM
Got to work with our On-Campus Vicon Mocap stage this week and IT WORKED PERFECTLY (pictures unrelated)

#gamedev #animation #mocap
November 29, 2024 at 3:45 PM
A very early W.I.P look into my work on my Martial Combat Game. My goal for this project is to deep dive further into animation systems and try to recreate the player character controller of the game Sifu!

I got the gameplay camera (sort of) working today!
#gamedev #UnrealEngine #UE5
November 26, 2024 at 3:25 PM
I really enjoyed attending the Breda Game Week conference on Thursday and Saturday! I attended the panel on the industry's current state and even got to chat briefly with Arjan Brussee about the future of physics implementation within the unreal animation EcoSystem. Absolutely a blast!
#gamedev #ue5
November 24, 2024 at 10:54 AM
Introduce yourself with four video games
November 19, 2024 at 3:48 PM
Following up on last week's post I wanted to showcase an implementation of the physics control where I used it to carry bodies physically.

The enemy is attached to the player through a physical binding. This combined with some tweaks on the enemy made for a pretty realistic carry!
#gamedev #ue5
November 19, 2024 at 3:42 PM
Wanted to showcase some of my early experimentation with the physics control plugin in Unreal Engine.

Physics control allows direct tweaking and modifying of a physics asset's "ragdoll behavior" on a bone-per-bone basis through blueprints, making it modifiable in runtime and highly customizable!
November 13, 2024 at 9:13 AM