We make games because we love making people smile – be it a sweet twinkle, loud laugh or evil grin.
Paladin is a small independent game studio based in The Hague, The Netherlands. Our goal is to put a smile on people’s faces. To do this, we make worlds and tell stories, and let people take part in them. In other words, we make games. Good games, not crappy ones.
Paladin has been founded in 2005, when freelance programmers Derk de Geus and Dylan Nagel joined forces to build a “kick ass development studio”. The company quickly established itself as a creative development house. Since then, Paladin has successfully completed dozens of projects for a lot of clients.
Apart from client work, we are an independent developer. This means we make our own games and publish them through different channels.
We primarily make games for smartphones and tablets. For our clients, we deliver games for iOS, Android, Facebook, PC, Mac, and other platforms.
Meet Paladin’s Knights of the Round Table, in order of appearance:
Derk de Geus
Derk has a background in media design and animation. He co-founded Paladin in 2005. As Knight of the Round Table he is responsible for strategy, business development, marketing, and creative direction for Paladin’s games. Derk is curious for everything, and has a silly sense of humor.
Niels van Egmond
Niels started as artist, but quickly found his way to shader- and Unity programming. He is a real people manager, and has experience in both the creative and technical challenges of game development.
Judith is the organizing force in the company. With a get-it-done attitude and a sharp mind, she manages all the nitty-gritty organizational aspects of the company. She seemingly does this without a written to-do list, never forgets a thing, and is cheerful as ever.
Jens van de Water
Jens got his master’s degree in Game & Media Technology at the University of Utrecht. He also has a Bachelor’s degree in computer science. In his code, he adds as many formulas as possible. He loves to make things complicated. Otherwise he is an extremely regular guy.
Thijs studied Communication & Multimedia Design-Informatics at the HAN University of Applied Science. A programmer by nature, who loves to write code in his spare time. Preferably while watching series or movies on his second screen.
Stein is the ‘marketing-guy’, and is often lovingly referred as ‘the dark side’ by his coworkers. Something he constantly tries to brighten up with puns and jokes.
Ilona van Oudenaarden
Ilona is an illustrator and 2d artist who especially likes to create cute objects with fresh and bright colors. She’s enthusiastic, likes a good laugh and Japan is her inspiration and playground.
Benjamin started at Paladin as a 3D artist but quickly moved towards a role of pipeline and project management. Now he coordinates a wide range of projects and outsourcing processes. He is also infamous for his love for B-movies and everything over the top.
Johannes is the Swiss Army Knife of Paladin. Equipped with useful skills, tools and enthusiasm he knows how to survive in the jungle of game design and product management. A MacGyver kinda guy who embraces both complexity and simplicity.
Stephan van der Plaat
He graduated at the HAN University of Applied Sciences, where he studied Communication & Multimedia Design. He’s able to work with a quite diverse set of tools, with a focus on the production of 3D props and interest for aesthetically pleasing.
Jonathan Barbosa Dijkstra
Jonathan studied Game Design at the Utrecht School of Arts. During his time there he worked on many projects, even award winning ones. He joined Paladin as a game designer but quickly grew to take on the mantle of product owner as well.
Erik graduated as a Technical Artist from Malmö, Sweden. He has a passion for animation and rigging, and loves the challenge to bring life into characters. With a mindset on workflow efficiency his secondary focus is on pipeline optimization and tool scripting.
Laurens ‘t Jong
Laurens is our all-round 3D artist. Always hungry for anything related to Game Graphics with a tendency to boil stuff down to their bare essentials. Make sure to ask him about shaders if you ever encounter him.
Roy studied Software Engineering with a minor in Game Design & Technology. He’s also skilled at writing shaders, procedural animation, and writing things about himself in third person and pretending that it’s from someone else.
Hagenaar with a Japanese heart. Passionate about gaming and developing them. Having fun in work and with colleagues. System architect and scrum enthusiast. Developing internal and implementing external API’s.
Joep makes our particles and effects, and he creates GUI graphics and programms the implementation of GUI systems. He is experienced in a wide variety of fields of game development. He likes to help others where he can and share his knowledge.
Wibo de Geus
Wibo is a great fan of games that give him opportunities to explore and influence the world’s story, but he’s not afraid to try his hand at games with a high difficulty. When our games are in need of testing, he is always excited to find the most exceptional bugs.
Stijn completed his study in Computer Science at Eindhoven University (TU/e). Likes to write clean code and discuss possible solutions with colleagues. Has a particular passion for the old games like Warcraft 1 and Golden Axe.
Marco van Haren
Marco is a veteran product owner seasoned by years of playing and developing games. Both in playing as in creating he perceives teamwork as key to success. Add a positive attitude and you have all means to form a well oiled machine.
Benjamin van Onzen
Benjamin is an all-round 2D artist, and time traveler with a head full of stories. After traveling trough time and space, he crash landed in 2015. He plans on staying here, creating worlds and devise the laws of physics based on his designs...
Tedo is currently doing research on procedural content generation. He loves creating complicated algorithms – any challenge will do, as long as it’s hard. Be it a 3D engine or complex mathematical problems, he will not rest until he gets the job done.
He designed his first board game at the age of 11, and he hasn’t stopped ever since. In the years after he perfected his craft on a myriad of game projects. In 2015 he arrived at Paladin, where he strives for continuous improvements for himself and teammates alike.