CANs DEN - Indie Game Developer // Index

Portfolio Can Ur - Game Developer, Designer & Musician

Indie Game Developer // Index






Hello there!


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Have a warm welcome!



Can playing guitar in NEMSIS

Hey there, I'm Can! (yes, that is a very short name)

I am a solo Game Developer, Designer & Musician,
about to graduate @ University of the Arts (Utrecht, Netherlands)

I also play lead guitar in a band called NEMSIS, and make compositions in MIDI!


What is Game Development?

I see Game Development as the process of creating the core mechanics for a game, slowly adding on to them to create new dynamics and then refining the gameplay by tweaking the various interactions between those mechanics.

I enjoy watching how these interactions emphasize a greater concept and create a cohesive experience. It's mostly a behind-the-scenes effort that creates the frameworks for many of the games we enjoy today.

I create things that are entertaining and educational because I want to help people learn and have fun. I experiment with new ways of doing things to try to find better ways to create interactive art and entertainment.

Innovation comes from looking at things in new and different ways. By thinking outside the box and being willing to experiment, you can come up with unique solutions that are innovative and fun.

Looking out-of-the-box is my base for technical experimentation


What would I call good Game Design?

I've always been drawn to themes and genres because I like how labels can categorically make certain ideas distinct from others. I think this creates a more concrete and coherent overall concept.
For example, think of topics like a typically "Pirate" theme, time periods such as "Medieval", or even something more general like "Animals".
I think these 'labels' are essential to any good film, game, art or interactive work that seeks to create an atmosphere.

A good theme adds conceptual merit, and expands the overarching headroom of an idea. We as people like our ideas as clearly defined and illustrated, yet suggestive.
We relate more to concepts that have a form of thematic 'branding'.

Ultimately, I have made this my design method and it is a great way for generating tons of ideas for any medium.
I am currently working on a philosophical essay that describes this method in more detail.

- What is Creativity? How can we be more creative?
- How can we evoke creativity?
- How do we define a point A and B, for easy concepting?
- How do you conceptually travel between these points?
- From where does nuance/detail arise within a concept, and how can we make it unique?
- How to avoid difficulties in the design process.


Philosophers have long debated the nature of 'points A' and 'B', and how to define them.
Some argue that they are merely mental constructs, while others claim that they are real entities. Either way, it is important to be clear about what we mean when we talk about them.

Getting from point A to point B can be difficult, especially if we are not clear about what these points represent.
Sometimes it can help to think of them as starting points and goal points, or as points of view. Other times, it may be helpful to think of them as points in space or points in time. Whatever way we choose to think about them, the important thing is to be clear about what we are trying to achieve.

Nuance and detail can add a great deal of richness to a concept, but they can also make it more difficult to understand.
It is important to strike a balance between the two, and to be clear about what we are trying to communicate.
In general, the design process can be difficult, but there are a few things that we can do to make it easier.
First, we need to be clear about our goals.
Second, we need to be clear about our starting point.
Third, we need to be aware of the potential pitfalls and how to avoid them.
With these things in mind, we can hopefully avoid some of the difficulties that can arise during the design process.

Creativity is a process that can be difficult to define and even harder to evoke.
It often seems that the most creative people are those who are able to come up with new and innovative ideas on the fly.
However, there is more to creativity than just having a good idea.

The first step in being creative is to have a clear concept of what you want to create. This means knowing what your goal or objectives are. Once you have a clear concept, you can then begin to brainstorm ideas and ways to achieve your goal. It is important to keep an open mind during this process and to be willing to consider all possibilities.
From there, you can begin to narrow down your ideas and start to flesh out the details.
This is where the nuance and detail of your concept will begin to take shape. It is important to be as specific as possible at this stage, as it will make it easier to execute your concept later on.

Once you have a clear and detailed concept, the next step is to begin working on it. This is where the difficulties in the design process can often arise. However, if you have taken the time to plan out your concept well, it will make the execution much easier.

It is important to have a clear vision of what you want before you begin brainstorming. This way, you can ensure that your concept is detailed and that you are able to bring your creative vision to life.

A working example of this theory is Chivalry Chef.
This game blends a Medieval theme (A) with a Cooking theme (B) in a fun, hectic, and cartoony way.
By fusing these two themes, an exciting and fictitious game environment is created that only suggests more and more. This cartoony world is in-line with both themes in a fun manner and begs you to bite into it for more!



Can at school tinkering around with custom handheld device
Picture of Can Picture of Can while playing live


AnyWalker Unity Procedural Level Generation Editor Tool






Curriculum Vitae Saving Icon for download link




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