Game designer and entrepreneur who believes that Games as a Service is the way to win in the current ecosystem of games. As founder and CEO of Stolen Couch Games he created games that adapted to the changing needs of the player base. Secured vc investments and grew his company to 11 FTE. As an active member of the development community he organizes events and connects developers with each other.
Sticky Studios 2017 — Ongoing
Responsible for setting up a new product line within the seasoned game development company.
Stolen Couch Games 2010 — Ongoing
Game Development studio focusing on Games as a Service. Released titles such as Castaway Paradise and Castaway Home Designer. Responsible for all the designs of each product. Special attention for analytics driven KPI development.
- Personally secured over €500.000 in VC investments
- Released 6 multi platform games with millions of downloads
- Created Games as a Service framework to reduce costs, increase LTV
Ronimo Games 2017
Helped Ronimo Games on improving the KPIs of their free to play game Awesomenauts. Helped with the implementation of analytics that will shape future design decisions. Reviewed upcoming features and made adjustments to them in order to improve KPIs. Special attention was given to the on boarding process.
Green Light Bundle 2012 — 2015
Created a company which sells bundled software for a pay what you want price. Promoting games to increase revenue for developers. I created the website which generated tens of thousands of sales. Acquired the distribution rights to dozens of games.
Vanguard Entertainment Group 2010 — 2010
Worked as a QA specialist on a console game published by EA and developed by Vanguard Games. Learned how to do proper quality assurance and communicate problems with a team of 30+.
Ronimo Games 2009 — 2009
Assisted the design of the early stages of development of a desktop/console game called Awesomenauts. Created levels and did balancing of the game.
Dutch Games Industry Slack 2015 — Ongoing
Founder of the community for game developers to exchange knowledge. Over 500 active members and growing.
Games as a Service / Free to Play meetups 2015 — Ongoing
Developers come together to listen to lectures and share all revealing information about the performance of their products.
Utrecht School of the Arts 2007 — 2011
- Games as a Service
- Multi platform design
- Iterative design
- Problem Solver
- Product Owner
- Making coffee
- Enjoying myself
- Machine Learning
- Business development
Eric has a clear image of what he wants to accomplish with his work. Strong minded, but never afraid to change plans if needed. He has an ability to quickly figure out complex things and thus a very good problem solver.
— Selma Oors, colleague Stolen Couch Games
Geostorm Mobile, Desktop
Joined the development of this game near the end of the cycle. Overhauled the monetisation mechanics. Created the first time user experience flow with strong analytics integration.
Castaway Paradise Mobile, Desktop, Console
Free to play, subscription supported (and premium on some platforms) life simulator. Responsible for every part of the design.
Castaway Home Designer Mobile
Home decorator for specific audience I designed. Utilizing in-house framework to reduce development time.
Ichi Mobile, Desktop
One button puzzle game includes level editor with over 100.000 user made levels. Designed the product based of a prototype.
LETRZ Mobile, Facebook, Web
Word puzzle game for a 3rd party. Has turn based online multiplayer with social integrations. I was the designer for this work for hire assignment.
Kids vs Goblins Mobile, Mac
Casual action RPG where kids have to save their baby brother from the evil goblin king. Apple's Editors Choice. I was the product owner.
Chime Multiplayer Desktop
Worked with publisher Zoë Mode on their IP Chime. Designed 40+ multiplayer modes as a proof of concept.
Gatling Gears Consoles
Worked as a QA specialist on this action game. Worked with designers and programmers to get the game shipped in time.
Awesomenauts Desktop, Consoles
Helped with the early stages of the development of this awesome MOBA. Worked on gameplay balancing and level design. In 2017 I came back to Ronimo to help the team improve the KPIs of the game.