Joshua Bastiaans · Game Design Portfolio

designing games for your eyes |

Hi, my name is Joshua Bastiaans, a game designer with a focus on experimental interaction design.

I'm creating experiences that use unconventional inputs, from blink detection to physical controllers and audio-only gameplay. By moving beyond traditional controllers, I aim to make interactions feel more intuitive, playful, and immersive.

Another passion of mine is exploring the surreal and the psychedelic. I like to create experiences that transport players to places that feel impossible in everyday life, worlds that bend perception, emotion, and reality.

Joshua Bastiaans

School project · Client work · Physical project

Madurodam Fireboat

Role: Gameplay Systems, Physical Controller Design

Extinguish the fires on the cargo ship before it sinks!

This school project stood out because it was developed directly for a real client, the park Madurodam, a miniature theme park dedicated to recreating the Netherlands at scale.

Our challenge was to redesign one of the park’s most iconic attractions, the fireboat, while modernizing outdated interaction and feedback systems.

Abyssal Voyage

A deeper reality

“Can you reach a psychedelic state without using psychedelics?” was the question we asked ourselves at the beginning of the project. This phenomena is already widely explored in a multitude of ways like breathwork or sensory deprivation. We wanted to know if this was also possible by playing a game, or rather, experiencing a game.

Active Position · Python Tool Development · Visual Design

Heerema

Role: Blender Tools, Pipelines, Visualization

Developing Blender tools and pipelines to optimize creative workflows.

With Blender’s rapid growth, I’m driving its adoption inside Heerema’s Visualization Team. Coming from 3DS Max with a large library of custom scripts and add-ons, I’m rebuilding that functionality in Blender so the team can transition smoothly without losing speed or quality.

Gameplay Audio
Best with headphones
0:00 / 0:00

VR Project · Game Design

Lost In The Woods

Role: Game Design, Sound Design

A game without vision

“How do you design a game using only sound as feedback?” That question, posed during the Sound, Games & Interaction module, opened my eyes to an entirely new space of accessible game design. It made me realise how rich and immersive a game can be when built for players who are blind or visually impaired, and how much creativity emerges when you remove vision from the equation.