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Personal Projects
Grid Ninjas
A small hyper casual game concept that I am working on as of late 2024. The idea is to make a simple puzzle game on a grid with proceedually generated levels and an atomated testing framework that can test and report on those levels.
The UI elements I've used so far in the project have been created with generative AI and then I've made manual edits where required.

Battalion Unawares!
My current side project, Battalion Unawares is a card game I designed in my free time around over the second half of 2023, it's been on the back burner for most of this year.
Here are some early cards I have put together. I used generative AI to create images for over 100 cards, designed all the game mechanics for the cards, and wrote flavour text, before runninng this through a custom tool I made inside of Unity to export all the images.

Sunreacher
A small runner game created in 7 days for the Games Jobs Live Game Parade 2020. I worked on the project alone although music was supplied by Universal Production Music for the jam.
For licensing reasons the game is only available for download on itch and I can only share footage here without the dynamic audio.
Check it out here: https://pieterjollans.itch.io/sunreacher
Role: Programming, Art, Audio editing
Music: Licensed by Universal Production Music
Block Puzzle Game
This was a very simple puzzle game which I threw together for a technical test at a programming job. It's a complete well rounded experience. It demonstrates I am able to deliver game projects, start to finish. The visual style is simple as that wasn't the focus of the test, but I still used my knowledge to UI design to try to make the game easy on the eye, and intuative to understand the rules.
Role: Programming and Art

Plural Turtles
A small rhythm action game I made over several evenings for fun. A bit of an experiment with mechanics as metaphor; The old boy meets girl story, but with turtles, plumbing catastrophes, and a turtle with a top hat! Control a turtle and avoid debris swimming through a pipe while simultaneously spelling out words using the keyboard to on screen prompts - it's not supposed to be easy.
Role: Programming and Art
Music: Thomas Kelly
Trials of Transformation
Made with a friend remotely over 48 hours for Ludum Dare 35, a game about struggling with metamorphasis. Swing left and right to deflect aggresive bugs and stay in your cacoon long enough to emerge.
Role: Programming and Character Art
Music, Background Art, Level design: Aaron Moss
Mountain of Scrap
A lighthearted jab at consumerism; Mountain of Scrap was a game I helped program for Brain's Eden 2013 run by Creative Front Cambridgeshire. I worked with 3 other artists and 1 other programmer to create the game in 48 hours, we have since gone back and added more polish. The game was designed for Android tablet and mobile.
Role: Programmer
Art: Dominic Littler, Lee Gregory, Jonathan Pace.
Sound: Sam Wiltshire.
Code: Tom Haygarth.
Life Over Time
Quite a sombre project, more of an abstract demoscene than a game. Exploring mechanics as metaphor and issues surrounding coping with loss while walking through a surreal environment in first person perspective.
Role: Programming & Art
Music: Thomas Kelly
Gyroechoes
Gyroechoes is a story about a little robot, who follows a girl and kitten across a desolate land.
It was a personal project I spent some time working on and made several attempts to receive funding for, displaying the trailer at small game expo.
Role: Programming & Art & Sound
Once I Was Human
Made by myself over 48 hours for a game jam with friends. A long forgotten robot awakens, slightly broken, after years spent deactivated, dreaming. A metaphorical story about returning to reality after senses have faded away.
Role: Programming & Art
Music: Thomas Kelly
In Too Vivid
In Too Vivid is the story of a little girl with insomnia, Dreaming she is lost, away from home; she finds herself alone in a surreal forest
late at night and must find her way
home before the batteries in her torch go out and she is swallowed by the darkness.
Created for the female protagonist game jam organised by IAmAGamer, I directed 5 others to create a game concept of mine in 48 hours.
I also wrote all the code and composed the music for the game.
Role: Programmer, Music, Concept
Character: Dexter Camilleri.
Art: Ross Parke, Jonathan Pace.
Environment: David Allen.
Level Design: Kai Creedon.
Hop Higher
Currently just a prototype; Hop Higher is an android game I worked on while at university Play as a young rabbit on an adventure, catch carrots while avoiding dangerous traps and aggresive rodents as you traverse stages in dark and lonely landscapes.
The game features fast paced precision jumping with touchscreen input, requiring rapid reaction time to reach the goal.
Role: Programming & Art & Sound
Peng
Based on the Chinese myth of the fish K'un and the bird P'eng ‘ P'eng ’ was a prototype I created for a university project working with a concept artist and designer. You start as a small bird like creature on a small island, and can fly and transform into a great bird whose wings wrap around the planet.
Currently there are no plans to return to the project however I gained a lot of valuable experience on this project programming, rigging, and animating.
Role: 3D Modeller, Rigger, Animator, Programmer.
Concept: Daniel Styles.
Concept Artwork: Auberi Chen.
Santa Dash
While visiting family over the Christmas holiday I made the mistake of telling my ten year old cousin that I make video games; it took her all of 20 seconds to come up with a (surprisingly workable) game idea. I threw it together quickly and for fun and it is far from my best work so I don't want to make it available to play here, but here is a video so you can get the general idea.
Role: Programming and Art
Design by: My cousin Sophie!
Music: 'One Horse Open Sleigh' in Public Domain
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