About me

Hi, I’m Daniel.Game programmer with a strong background in Artificial Intelligence.

I hold a BSc in Artificial Intelligence, where I focused on multi-agent systems and theory of mind reasoning. More recently, I earned an MA in Indie Game Development, deepening my expertise in gameplay programming and backend systems development.

I’m passionate about making games that resonate with players long after they’ve put down the controller.

  • BSc Artificial Intelligence Multi-agent systems · Theory of mind
  • MA Indie Game Development Gameplay programming · Backend systems
Portrait of Daniel Coertze

Selected work

Project Showcase

01

Solvium 751

Platform
PC
Genre
Puzzle · Horror
Development time
24 weeks
Engine
Unreal Engine 5
Role
Gameplay Programmer · UI Designer · VFX

Synopsis

LARSON Industries, a powerful interplanetary mining company, is extracting solvium, a rare and valuable ore, from a remote, seemingly uninhabited planet. The player takes on the role of The Surveyor, an operative sent to investigate a newly opened shaft deep beneath the surface. Officially, the task is routine: assess structural integrity and locate additional solvium deposits.

Purpose

This project examined how tutorial design affects player performance and satisfaction in logic-based puzzle games by comparing explicit instruction with player-led discovery. Two identical versions of the same game were created, differing only in how mechanics were taught: one used direct (video) tutorials, while the other relied on learning through experimentation. By isolating instructional method as the sole variable, the study investigated how different approaches to teaching game systems influence problem-solving performance and player satisfaction.

02

Solvium 721

Play on itch.io
Platform
PC
Genre
Puzzle · Horror
Development time
12 weeks
Engine
Unreal Engine 5
Role
Gameplay Programmer · UI Designer · VFX

Synopsis

This project served as the foundation for Solvium 751, and as a result, the core storyline was largely the same. The primary distinction between the two lies in scope. Initially conceived as a traditional action-adventure game with horror elements, the project later underwent a strategic pivot. The concept was refined into a puzzle-driven horror experience, allowing us to narrow the scope and more clearly define the project’s objectives.

03

Nobody’s Hero

Play on itch.io
Platform
PC
Genre
Roguelike · Deckbuilder · Strategy
Development time
12 weeks
Engine
Unreal Engine 5
Role
Gameplay Programmer

Synopsis

In this roguelike deck-building superhero tactics game you play as a deluded everyman turned vigilante. Using deck building roguelike mechanics, the player fights through a series of small levels to reach the final boss. Starting with simple abilities, they gain random skills throughout the run, making each playthrough different.

My role

My primary responsibility on this project was the design and implementation of the card and deckbuilding systems, alongside the card ability system using Unreal Engine’s Gameplay Ability System (GAS). I also integrated these systems with the game’s grid-based mechanics. The project was developed collaboratively with four other students as part of coursework for my MA in Indie Game Development.

Contact

Contact Me

Have a question, an opportunity, or just want to talk games? Send a message and I’ll get back to you.