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The Division release and two years at Ubisoft Massive

June 12, 2016 | News

On March 8, after me being with Ubisoft Massive for almost two years, The Division was officially released. I wanted to write something about that sooner, but is has been pretty busy before and after the launch of the game.

The Division release and two years at Massive

So here we are in June, where the game has been out for almost three months now and I had my two year anniversary just last week. It’s great to see how the game is doing now that it’s out in the wild, breaking all kinds of records and having players create video content and provide feedback.

Leaving Vanguard Games, joining Ubisoft Massive

April 26, 2014 | News

After working at Vanguard Games for almost seven years, half of which was while it was still called W!Games, I am leaving the company. This week, I sent out the same type of e-mail I’ve been reading every time a former colleague announced his departure and I’m having mixed feelings about the upcoming goodbye gathering and speech, to be held on my last day of work at Vanguard.

Ubisoft Massive

I’m incredibly proud of the games we’ve been making together at Vanguard and I’ve worked with a lot of talented people there, some of which have become good friends. Being hired by what was then still W!Games was a turning point in my life, both professionally and personally, and it has been a great start of my career in the game development industry. I have to admit that I’ve been keeping an eye out for something new for quite some time, because I’ve always wanted to work abroad and also experience working at another studio. Starting and finishing Halo: Spartan Assault was very important to me and wrapping that up was a good moment for me to actually make a switch. So what am I going to do now?

First!

July 5, 2010 | News

I’ve been working on a redesign of my portfolio for quite some time now. After a couple of attempts, figuring out what and what not to include, it became clearer which way I wanted to go and where to put the focus. Suddenly it all kind of fell into place and I can finally say I’m happy with this new and improved version.

Although I was okay with the way my portfolio looked before, it was a little bit cluttered and maybe contained too much information. This made it harder than necessary to find and get to what a game designer’s portfolio should be all about: the games! So now there’s this convenient list of all my projects on the left side of every page. I also made sure you always have access to my contact details.

Developer: A year and a half as Game Designer at W!Games

February 23, 2010 | Bashers

Nikki Kuppens is Game Designer at W!Games. In his monthly column, he writes about the adventures of a game developer.

I’ve been working for W!Games for close to a year and a half now. Full time, that is, because during my last year in school I could already act like an assistant producer there for a day a week. And now Greed Corp, the first game I’ve worked on as a game designer at this company, is on the brink of being published. Time went by fast, but a lot happened as well.