
Kay Goossen
Software Developer
SuspectMeasurement (c++, OpenGL)

Description
SuspectMeasurement is an application that is used to determen the height of persons in security camera footage. SuspectMeasurement combines the camera footage of a person with a 3D scan of the enviroment in this camera footage to determen the height of the person.
This software consist out of two parts. The first part is a pointcloud engine that is capable of import, render and manipulate large pointclouds, that could be multiple terrabytes in size. The second part is an additional module that contains the tools to determent the height of persons in video footage.
The development
I got hired at DelftTech to rewrite and improve SuspectMeasurement. Together with one college we rewrote and improve SuspectMeasurement in a period of a half year.
The most technical impressive improvements that we made are:
1. Huge improvements in loading time, achieving better loading times as, not only the previous SuspectMeasurement, but also as populair pointcloud engines, like Cyclone and LFM.
2. The option to render 100% of the points, no matter the size of the pointcloud.
3. No frame lag, no matter the size of the pointcloud.
CarVision (C++, OpenGL)

Description
A proof of concept that proves that it is possible to use video footage of a cheap webcam to reconstruct the 3D enviroment around a car in realtime, with enough detail and enough precision for a parking assist.
The development
My graduation assignment at Alten was to make the prove of concept described above. I found that the 3D reconstruction algeritmes that can be calculated realtime, are either creating pointcloads with to low detail or are not verry responsive (the 3D reconstruction gets update once every few seconds). During my graduation I edited and made additions to the algeritm that isn't verry responsive to improve the update rate of the reconstruction by 7, with minimum loss in detail, precision.
Battleship Babies
(Unity, c#)

Description
In battleship babies you will take control of an inferior human being controlling a battleship in a kiddie pool. Try to drown your playmate and be the coolest kid in class.
The development
This game was made in 48 hour during the global game jam 2016 with a team of 5 man(2 programmers). The theme of the jame "Waves".
Rüners (Unity, c#)

Description
Rüners is a tactical 2vs2 brawler. The goal is to get all runes on your island while keeping the other team from achieving that goal for them self. You can punch, kick, throw the heavy stones or use the special power ups, to keep the opponent from achieving their goal.
The development
This game was made in 48 hour during the global game jam 2016 with a team of 5 man(2 programmers). The theme of the jame "Rituals".
Description
A two player online coop game.One player is blind to red objects and the other is blind to blue objects and the players need to communicate to get through the levels.
The development
This game was made in 48 hour during the global game jam 2015 with a team of 5 man(2 programmers).

Dimensions (Unity, c#)
eMotion (Unity, c#)

Description
eMotion is a platformer where you have no control over your character. To move your charachter you can manipulate the envirement around you to move your character.
The development
With a team of 5 man this game was made during the global game jam 2014. I was one of the two programmers in the team. My biggest contribution to this game was the manipulation of the envirement.
Apachi Assegment Game (Unity, c#)

Description
This was my main project at my internship at the Dutch National Aerospace Laboratory(NLR). This online multiplayer game was meant to test competencies of Dutch Apache pilots. This game was designed by an NLR designer and me and one other intern where the developers of this game.
Whoosh (Unity, c#)

Description
A multiplayer game where you try to destroy eachothers fort by shooting a catapult.
The development
This game was made in 24 hour during the meatly jam 2015 with a team of 2 man.
HandyVision (C++, OpenCV)

Description
This software recognises hands and determines wich fingers are stretched and wich fingers are not. With this knowledge the software translates some simple hand gestures to text.
The development
With a team of 2, I have made this software during my minor 'Embedded Vision' in 2015-2016.
Description
A simple pinbal simulation with 3D collision detection written from scratch.
The development
This game was made for a class for my education, 3D simulation technology.
The code is a bit messy, because of a combination of it being a good challenge to make and lack of time.

Pinball simulation (C#, XNA)
Random terain generation (c++, sfml)

Description
A random 2D terrain generation system, using perlin noise.
The development
I made this program in the spring of 2014, to get a better understanding of perlin noise.