Hello there!
My name is Quinten Lansu
and I build user interfaces
As a seasoned game developer with over a decade of experience, I specialize in creating best-in-class user interfaces for AAA games. And I want to help you elevate your projects to new heights. I've successfully shipped multiple award-winning titles, collaborating with teams across the globe and mastering every UI framework under the sun.
What excites me about front-end development for games is that I can see immediate results when bringing creative visions to life. I equally enjoy working with designers to optimize interaction flows and devising efficient methods to extract data from a backend.
| Name | Quinten Lansu |
| DOB | 1989-06-30 |
| Nationality | Dutch |
| Location | Deventer, The Netherlands |
| Phone | +316 12 77 84 44 |
| quintenlansu@gmail.com |
As the Principal UI Programmer, I designed and built a high-performance widget framework for my client and streamlined their UI development practices.
As a Lead UI Programmer, I implemented online features, managed production priorities on the UI team, and mentored several direct reports.
As a Lead UI Programmer, I implemented features using a properietary UI framework and mentored several direct reports to help them achieve their OKRs.
As a Senior UI Programmer, I built custom UI features for this free-to-play title, which was based on Amazon's Lumberyard engine.
As a Systems Programmer, I implemented several key features for the Steam version, including the weapons bar and the key rebinding screen.
As a Systems Programmer, I ensured the Steam version worked well with mouse and keyboard and integrated Razer Chroma features.
As a Systems Programmer, I ensured the Steam version worked well with mouse and keyboard and designed the front-end for the text chat feature.
As a Systems Programmer, I ensured the in-game map in the Steam version worked well with mouse and keyboard.
I've always been fascinated with making games. All the way back in 2002, I started my career in game development with Game Maker 4.2 when I was twelve years old. I shipped my first game, Element, just two years later. It was a side-scrolling RPG where you explored an underwater world. Unfortunately, it wasn't a commercial success since I released the game on the Internet for free. GameMakerGames.com gave it a 6/10 in their review.
After graduating high school in 2007, I studied International Game Architecture and Design (IGAD) at NHTV University for Applied Science in Breda, the Netherlands. Soon after, I joined the ranks of Nixxes Software in Utrecht, the Netherlands, where I worked on multiple AAA game projects like Deus Ex: Mankind Divided and Rise of the Tomb Raider. It was at Nixxes that I realized I wanted to specialize in programming user interfaces for games, and have done so ever since.
I love working closely with artists and designers to realize their vision for the game. I approach my role as a UI programmer as a facilitator; I help them figure out what's possible and breathe life into their ideas. I'm a big fan of always saying "yes, and" to outlandish ideas.
After living in Berlin for six years, I've now settled down in Deventer, the Netherlands with Lydia, my best friend and partner of seventeen years. And our cat Poppy, of course.