ABOUT ME (1989)

Twenty-seven years ago I saw the first light of day. In my early days I spent a good deal amount of time being creative; drawing and glueing all over the place. Over the years I developed a questionably healthy interest and curiosity towards computers, with video games in particular. I've always wondered how they were made, and spent more time in level editors than playing the actual games. That curiosity turned me into what I am today, a creative professional - yet still eager to learn more tricks of the trade.

In 2011 I received my bachelor's degree Game Design & Development (with honours) at the HKU University of the Arts Utrecht. But I have to keep improving myself as the industry moves forward, and that's a very welcome challenge.


and particle wizard.

My name is Jay van Hutten. I'm a creative professional with more than 7 years of industry experience in game and level design, scripting, and visual effects. Whether I'm designing levels for puzzle games, 2D platformers, or 3D environments; I always try to tell a story. Currently employed at Sticky Studios.


Level DesignVFX

The official movie game - this project was a blast to work on! I was responsible for all layouts of the four major locations in the game. They were based on locations seen in the movie, which required me to research filming locations, set photos and calculating dimensions. Because the player had to be able to traverse the world in a circular fashion I had to tie the locations together coherently - quite the challenge! Included in my contribution are the initial design of spawnpoint placement and creating visual effects such as smoke and fire.




Level DesignVFX

I was very happy I could work on Gods of Egypt: Secrets of the Lost Kingdom because of my interest in the ancient Egypt. I designed waves of gameplay and constructed parts of the world with building blocks made by the artists. This was an iterative process, with every pass being more detailed; starting from big chunks to ending with small props such as vases and foliage. I was also responsible for atmospheric effects such as water splashes, dust, clouds, etc.

Download: App Store, Google Play


Level DesignVFX3D Art

I've designed over 50 level segments for Stage Rush: Imagine Dragons. It was also the first project where I contributed in 3D art and texturing, mostly in the form of props and obstacles. This made me less dependant on the art team who already had a busy time modeling the rest of the world and characters.


Level DesignVFX

For the second installment of The Maze Runner we had yet another world to turn into a hazardous obstacle run. Organic landscapes with curves, bends and hills set these environments apart from the previous title. I've designed well over 150 level segments for this game, while making sure every single one of them had a unique catch and feel. I was closesly involved in the design and development of obstacles.

Download: App Store, Google Play

PAZURU (2015)

Game DesignLevel Design2D Art

Pazuru is a personal project and game based on the concept of my other game, Ichi. I teamed up with a programmer as this was my first time developing a game for Nintendo 3DS. I was responsible for all game design, art and the 75 brain-twisting levels. This project has been a great learning experience - communication was key as I had never met my fellow Pazuru developer in real life. The game came out in both digital and retail format.




I wrote this homebrew version of Flappy Bird in C for Game Boy Advance, still one of my favourite handhelds! The reason I included this project is because I like playing around with both hardware and code in my spare time. I always challenge myself to make these projects extremely accurate, which is part of the fun. Being involved in homebrew development has been a great learning experience so far and helped me gain understanding of programming principles.



Level DesignVFX

This was one of the first projects I worked on at Sticky Studios. Even though I was fresh in, I pulled no punches and designed a 600+ meter long battlefield. It was divided in three segments with varying degrees of destruction and chaos. Spawnpoint-, checkpoint- and landmark placement was a key element in the gameplay.

Play online:

App Store, Google Play

TOKI TORI 2 (2013)

Game DesignLevel Design2D Art

Oh man, we were really passionate about this project at Two Tribes. It's a puzzle adventure game in which you explore a lush forest island inhabited by strange creatures. You have to whistle and stomp to influence their behavior and solve puzzles that way. In the early stages of the 18-month project I worked on level prototypes and scripting enemies.

Later in production I was in charge of the level fore- and backgrounds. Creating unique, living and breathing environments with shoebox diorama-like technology was loads of fun! Think lush forests, hot lava caves and even a 90s disco. Other duties included creating a few tilesets and several 2D assets.


ICHI (2012)

CodeGame DesignLevel Design2D Art

Ichi is a one button puzzle game I designed from start to finish (my graduation project). I love puzzle games and coming up with clever levels felt great. Initially I released the game with 15 levels and a one button user interface as a freeware game in September 2011.

In 2012 I teamed up with Stolen Couch games, we ported the game to various platforms and added a level editor and social features. I was still responsible for the in-game graphics, all of the levels and additional game design. It was my first commercial game outside of work and therefore a great learning experience. The game has been downloaded over a million times.

TOKI TORI (2010)

Level Design2D Art

At Two Tribes I worked on their platform puzzle game called Toki Tori. Because there were a lot of levels already present in the game by the time I joined in, I had to think outside the box to design original levels. I came up with around 30 and about half of them were specially tailored for the PlayStation 3 version. It included an "Easy Mode" for younger players which required me to take a different approach to designing fun levels. Other duties included the creation of 2D assets such as UI graphics.


Level Design

In 2009 I got a chance to work on the official Ice Age 3: Dawn of the Dinosaurs game (iPhone and iPad). It's a platform puzzle game in which you play as Scrat, the saber-toothed squirrel known from the movie. I was responsible for 15 of the 30 levels. Because of a tight deadline I had to combine the limited amount of game mechanics in a wide variety of ways. I put my brain to work exploring the possibilities which resulted in diverse puzzles suited for all ages.