Hello! My name is Meinte. I lead teams, develop software and help steer production in the right direction.

For the past decade I have had the privilege to work together with highly talented people and do some great things.

This is my portfolio.

Contact

I strongly believe in a pragmatic approach where all team members have a deep understanding of the fundamental challenge that is being solved. The main ingredients to success have been mutual trust, zero hierarchy and open conversation.

If these values sound agreeable and you're looking to collaborate, feel free to get in touch:

Timeline

Below is an outline of what I've been up to in the past years. It highlights the variety of projects I have taken on and the technologies I have worked with. However,  I don't believe technologies that are used matters that much. A product should be viewed in a wider context, how it is being used and what it is that is exactly being solved.

2019

Back in Australia to get a Flight Instructor Rating in October. Doing remote work on the road from Perth to Hobart.

Have set up base frontend for the Amsterdam council with info.nl, to replace the digital workflow of one of their oldest services with a new SaaS solution.

Delivered a data processing pipeline using Node workers and RabbitMQ to handle large amounts of sensor data.

This year's keywords: React, RabbitMQ, PostgreSQL, GraphQL, Parcel

2018

Lead frontend team to deliver new online booking system for Greenwheels. Read more about it below.

Developed prototype to ease the process of funding and managing cloud requirements for scientists requiring infrastructure to process large data sets.

Got Multi Engine Instrument rated (Aviation).

This year's keywords: Redux, SCRUM, MECIR, OIDC, REST

2017

Lead frontend developer on self management portal 'My Greenwheels'. Read more about it below.

Started working for info.nl, the oldest digital agency in The Netherlands. Mainly working on projects for Greenwheels.

This year's keywords: React, Webpack, Node, Redux, SSR, info.nl

2016

Flying small airplanes on the west coast of Australia, spotting whalesharks and chartering people for the tourist industry.

Rewrote render system of a mobile app (written in Adobe Air) to elevate GPU capabilities, rather than software rendering.

This year's keywords: Adobe Air, Starling, Cessna, Robotlegs

2015

Working mainly remote this year. Rewriting Flash applications into HTML5, making them accesible using WCAG standards.

Implemented node workers using AWS Elastic Beanstalk workers and SQS, later on rewriting it for the Deis(now part of Microsoft) platform using RabbitMQ.

This year's keywords: AWS, SQS, RabbitMQ, Node, Remote, WCAG

2014

Lead a team of Subject Matter Experts, Animators and Developers to create a set of e-learning modules for an LNG plant, using an e-learning frontend framework which I wrote. Read more about the project below.

Created a Lady and the Tramp platformer game for Disney using the Flash platform. You can checkout a gameplay video here.

This year's keywords: AS3, E-Learning, Disney, Game Development

2013

Tech and design lead for a multiplayer web game. Code was written from scratch, using plain old javascript, both backend and frontend. Read more about the project below.

This year's keywords: Node, Websocket, SVG, Vanilla

2012

Developed a 'movie editor' for Disney's 'Fish Hooks' show. Fans can assemble and edit short video clips on a timeline and create and share their own animated story.

Created a Jukebox for Disney's learning channel, enabling young students to learn english through a variety of playlists they can assemble.

Created e-learning suites for WorleyParsons, enabling subject matter experts to create their own content with a variety of media types.

This year's keywords: Disney, AS3, Flash, Game Development

2011

Developed a top down cars racing game for Disney, played by fans online. People have made videos of it and put them on youtube.

Moved to Brisbane, Australia. Started working for Liquid Interactive, initially on various projects for Disney.

This year's keywords: AS3, Game Development, Liquid Interactive

Projects

A solid challenge, a great team and a forward-thinking client. To me, those are the elements which will allow something special to happen. In the past, I have been lucky to work with awesome people on projects which were truly groundbreaking, some of those projects are listed below.

client: Greenwheels

A car booking platform and self service platform rebuilt from the ground up, powering the largest carsharing corporation in The Netherlands

Front End Lead

Screenshot of client:Greenwheels

Greenwheels is the largest carsharing corporation in the Netherlands and also operates in Germany. The company required a new booking platform and self service portal. These applications were written from the ground up using a typical React technology stack.

The existing app was a tradional monolith written in Java and JSP and was to be split up into a restful API, accessible through a single identity server and consumed by server-side rendered front end pages written in React and Redux.

The initial focus was on the self service portal, aptly called 'My Greenwheels'. It was less business critical than the booking app and it was a good proving ground before continuing on the booking application itself.

Major technical challenges consisted of Server Side Rendering(SSR), Single Sign On (SSO) and Continuous Deployments.

My main contribution consists of writing large parts of the codebase, leading the team and onboarding and supporting fellow team members.

Read the case study on info.nl

client: QGC

A beautifully designed suite of e-learning modules designed to explain the workings of a massive plant, which will be the world's first to turn gas from coal seams into LNG.

Project Lead | Tech Lead

Screenshot of client:QGC

In Gladstone an LNG plant is being built which converts coal seam gas to liquid natural gas. It's never been done before and QGC needs a set of e-learning modules which will explain the overall functionality to the engineers who will be running the plant.

It is an enormous task, 19 separate modules are to be built and delivery is necessary well before the construction of the plant is finalized, which gives us a total of 4 months.

Liquid Interactive asks me to lead the project, not only to lead the team but to lead the technical solution as well. I have done several large e-learning projects in the past, but the time constraint is daunting.

By keeping the core team as small as possible, with short lines of communication and having the client as a real part of the production team we were very successful.

The project was delivered on time with modules that are of outstanding quality of which I am extremely proud. The team at Liquid Interactive delivered tremendously. If you want to know more, Liquid Interactive wrote an extensive case study which you can read on their website.

Read the case study on liquidinteractive.com.au

client: Macquarie University

An award-winning real-time multiplayer game for students to get to know each other, have some fun, and perhaps learn a little something about international trade as well.

Project Lead | Full Stack Developer | UX

Screenshot of client:Macquarie University

Before this project started, Andrew from Liquid Interactive sought my advice on whether a multiplayer game was possible, playable in a browser, with a production budget that included 5 weeks of development time. I told him he was nuts.

Weeks later, Andrew invites me to a meeting with Mauricio and see what’s possible. Mauricio represents Macquarie University as the client. He is very enthusiastic and the idea itself is great. We make changes, we discuss ideas and we realise we need a prototype. Not a prototype that needs to be developed itself, but one that takes advantage of existing tools to illustrate the core objective.

The prototype is necessary to see how people would interact with each other and how they would respond to the core mechanics of the game; the stuff that actually matters! The result was very encouraging and interactions were hilarious.

The power balance in the game is deliberately skewed to present a situation where some players are put at a distinct disadvantage whilst others are given a superior advantage. All of this happens without any of the players actually knowing about it. This results in overconfident players trading away their monopoly and disadvantaged player using their wit and charm to win the game against all odds.

For this project I have written all the code, both front and backend. Besides that I was responsible for writing up the specifications and creating the wireframes to easily share and discuss our perspective of the user experience to the client. These wireframes were later used to create the final design of the game.

This game ended up winning an iAward in New South Wales for education. To learn more about this game you can either watch the instructional video from the university itself, or read the extensive case study on the website of Liquid Interactive.

Watch the video on YouTube
Read the case study on liquidinteractive.com.au

client: Deloitte

A turn based strategy game which is used internally by Deloitte to give their employees insight into the large scale effects of their decision making.

Prototyping | 3D Developer

Screenshot of client:Deloitte

Back in Amsterdam, Virtual Fairground is given the task to build the front end to a realistic simulation business game. The main gaming interface is to be built and the simulation state itself needs to be rendered on a globe which represents the separate markets as countries.

The globe needs to represent the world and markets that the player interacts with. Any decision the player makes will result in countries increasing trade, or other countries losing revenue and becoming unstable. Those changes in state need to be displayed real-time in 3D, playable in the browser. This game was created in 2009 and another requirement was for the game to perform well on a Pentium 4 laptop.

That is a performance treshold which is very ambitious. The game needs to perform good on a slow machine but still look great on a faster machine. A strategy is implemented which enables or disabled features based on how well the game is performing. Certain animations would be turned on or off, lower resolution textures would be used, and certain buildings not shown.

For this game I was in charge of programming the code that renders the globe on the screen. I made prototypes and did the final coding of visualisations such as weather-systems, logistics and civilizations, which were all to be displayed on that globe. I made sure the rendering of models, textures and animations would perform smoothly even on slower machines.

The game was a lot of fun to work with and a real solid example of what the browser is capable of even on a low performance machine.

Watch the video on YouTube

About

I have been a developer since 2004, when I graduated from the Univeristy of Utrecht. Oddly as a Bachelor of Electrical Engineering, as I have yet to touch a voltmeter, but the actual name of the faculty was 'Mediatechnology'.

Since then I have developed products using a wide variety of technologies. I started out as a backend developer, using Java and JSP, moved on to PHP but soon after got fascinated by frontend development. Rich frontend interactions these days were mainly done in Flash, so I taught myself 'Actionscript' and had a lot of fun with it. After Steve's letter, and more importantly the advancement of mobile phones and web technologies, I started focusing on 'native' web technology. Doing stuff in Canvas and SVG and later on building applications in React. In between all that I also grew great interest in Node, and wrote quite a bit of software using that platform.

I love programming, there's certain art and creativity to it, yet I don't consider myself a pure coder. There is a very real disadvantage to restrict yourself like that; you don't get to be involved in other aspects of a project. And I love to contribute from start to finish.