Hi there.
Hi, my name is Lars Peetermans,
I'm a 24 year old multi media designer with a knack for video games.
While I am a generalist, my primary skills are principal & conceptual design and implementation.
You can find my most recent audiovisual shenanigans on my instagram and all other relevants channels in the footnote at the bottom of this page.
GAME BASED LEARNING
Let's start off with the projects I have designed and implemented for the past couple of years.




My role here is storytelling, design and implementation. These custom B2B training courses teach staff work-related customs or soft skills. This can range from first aid, to how to use specific machinery, GDPR, driving a forklift, repairing a fusebox, how to actually use a fire extinguisher... You name it!
My job was the A-to-Z care of the project. This process embraces sitting down with the client, writing a storyboard and pouring it into a design document, informing team members and dividing tasks, implementing the concept in a game engine with custom tools lik node-based programming and providing support (bugfixing and retrospective changes) to the client afterwards.
Some of my clients for these projects were: AB Inbev, The European Commission, Caterpillar, Borealis, Recticel...
INDIE GAMES
Why do Eye keep Falling?
In this game, you're an eyeball convinced he's a golf ball on a wacky 3D track.
This is my favorite solo project I've made to date. I love spatial puzzle games and had a blast programming the physics and whatnot for the interactive blocks that the player has to path out to get the ball to the pit.

Skyline
I made Skyline with a classmate with our common goal being to bring the retro 'die-hard' arcade feel back with a new twist.
In this game you take on eachother in an endless platformer where you collect bullets and have the possibility to slow down, speed up and shoot at your opponent.
My main role in this project was programming.
Synapse
This board game is named Synapse, your goal is to occupy more triangles than your opponent, you do this by strategically timing and playing around power cards.
Both players start off with one occupied triangle, from here on out they expand their area each turn.

This system works well, in terms of balanced play.
In earlier iterations this wasn't the case at all. Each player could choose a 'class' with their own strong and weak points, this proved to be unbalanced as one player would always stomp their enemy in a "rock-paper-scissors" kind of fashion.
Although it could be expanded upon, I'm satisfied with the final result. It's more balanced and more fun to play, because decisions you make can actually be meaningful.

Both players draw power cards from the same pile. This makes for a strategical 1 versus 1 game, with power cards as a tool to trump your opponent on your way to victory.
