About Doctor Broccoli (twitter: @DocBroccoli)

EDIT: Hey everyone, Mike here.

I regret to inform you that Koen van Katwijk, also known a Doctor Broccoli, has passed away. By request of his brother, this page will serve as a memorial of him and his games. I've taken the liberty to archive them here on LudumDare.com as well.

His brother Tim had this to share:

What was supposed to be a joyous day ended up to be a disaster. in the night of 30 December my little brother died due to an epileptic seizure. We found him in the morning of December 31st. He was 22 years old.

He studied game and media technology at the university of Utrecht in the Netherlands which was his passion and his joy. One of favorite pastimes was participating in the Ludum Dare. His online persona was Doctor Broccoli. His real name was Koen van Katwijk. I'll fondly remember the moments where he would work day and night to make sure he would be able to submit something to his standards and he was willing to give himself a massive jetlag just for the Ludum Dare ("Silly Americans with their different time").

He never settled for something that did not reach his desired standards.

His fascinations were with procedurally generated content and fancy looking (though often also quite simplistic) graphics. He didn't care for sound ("I shouldn't steal sounds from an open library and I can't record sounds so somebody else should worry about that" he'd often say). He always strived to be unique and innovative. He never took the easy way out.

We will miss him dearly.


Koen van Katwijk
Doctor Broccoli

2-7-1992 - 31-12-2014

Our dearest sympathies go out to his family during this difficult time.


Ludum Dare 31
Ludum Dare 30
Ludum Dare 28
Ludum Dare 27
Ludum Dare 26
Ludum Dare 24

Doctor Broccoli's Trophies

Doctor Broccoli's Archive

I’m calling it

Posted by (twitter: @DocBroccoli)
Monday, December 8th, 2014 3:56 am

I’m done. You can play my game here.


We have explosion-like behavior!

Posted by (twitter: @DocBroccoli)
Sunday, December 7th, 2014 12:41 pm


I’m slightly dissapointed by my lack of progress so far. However, I’ve got stuff that blows up, so it’s all good.


I could probably get away with submitting my game as it is now but I feel the game is far from complete, so I’m gonna keep jamming into the 3rd day and see if I can add some more enemies and mayyybe a scoring system (if the mood strikes me.) All this is for tomorrow though, I’m not really in a productive state of mind right now.



Posted by (twitter: @DocBroccoli)
Sunday, December 7th, 2014 2:41 am

I spent the last couple of hours mangling my engine beyond recognition and now I have this:


It’s pretty neat, but my true purpose was to crank up the framerate by a bit. I failed pretty massively, matter of fact, sometimes the game just slows down for no reason at all. Sigh.

Anyway, I’ve decided to just stop messing about with my engine and spend the rest of the jam working on the gameplay. Odds are that’s gonna be a lot less frustrating.


An open letter to GLSL

Posted by (twitter: @DocBroccoli)
Saturday, December 6th, 2014 9:10 am

Dear GLSL and anyone that was involved in its creation:








Koen van Katwijk, AKA “Doctor Broccoli”



Seriously, I spent the last six-or-so hours just trying to make my shaders work properly. They still don’t work, but at least they’re showing something and I’m really not in the mood to keep working on that stuff right now.

T = 6 hours

Posted by (twitter: @DocBroccoli)
Saturday, December 6th, 2014 2:45 am

I’m still not 100% sure where I’m going with this, but I managed to get a neat graphical effect going:


In case you’re wondering what you’re looking at; the scene is first rendered onto a simple buffer. That buffer is then rendered onto some panels that have a bit of physics applied to them.



Posted by (twitter: @DocBroccoli)
Friday, December 5th, 2014 8:59 pm


I can’t say I find the theme all that inspiring, but I’ve got progress nonetheless:



Oh yes, I can taste your awe.


This screenshot might look like it’s just a blue square, but this thing actually involves a needlessly convoluted process of buffers and textures. None of that is relevant, like, right now but trust me when I say that it’s probably gonna be awesome.


Posted by (twitter: @DocBroccoli)
Thursday, December 4th, 2014 3:14 am

Alright! It’s that time of the year once again. I’ll be joining the jam, and I’ll be using my own codebase, forged from C++, SDL, OpenGL and some other stuff that I forgot about.

This’ll be the seventh time I’m participating (though I never did finish LD #29 so I guess it’s more like six and a half). In lieu of this wholly-insignificant anniversary I’ve decided to give you guys a fully-guided tour of my base of operations:


1: A piece of paper, stating *very officially* that I know what I’m doing: I like to think this shields me from any and all kinds of criticism that people might fling at me.

2: Magnets: Arranged in a smiley face pattern. Absolutely vital to the entire operation.

3: Fancy-ass laptop: This is where the magic happens. I’ve got a PC, but the laptop is just straight-up better in every single way. During the LD I’ll really only be using the PC to play music and browse reddit during breaks.

4: Kevin Spacey: Kevin Spacey.

5: A keyboard that looks like it was made in 1995: I have no idea how I even came to own this thing. I don’t actually think it’s that old, apparently there are still stores that sell this particular model and it lacks the turbo-button that would signify a truly ancient keyboard, but it just looks awful. However, it kind of grew on me over the years and so I keep using it despite the existence of nicer keyboards.

6: A notebook: In theory, this could be used to make notes. In practice it’s mostly used to doodle astronaut-wizards fighting skateboard-riding dinosaurs or some shit like that.

7: Assorted junk: Includes polyhedral dice, various scientific white papers, two gameboy colors, old DnD character sheets, new DnD character sheets, medication, paperwork that hasn’t been relevant for over a decade, an Xbox 360 controller that is barely (if ever) used, and at least 5 pokémon games.


And that’s it for the tour. I wish y’all the best of luck and remember: ☃.



Posted by (twitter: @DocBroccoli)
Monday, August 25th, 2014 4:01 pm

I’m done!

I’m not done.


Don’t get me wrong, I made something playable here and I’m submitting it. It’s just that there’s a bunch of stuff that should be in the game, but isn’t.
It’s not even that I didn’t get enough time, I just didn’t use it very efficiently. On the second day I noticed that the game’s framerate wasn’t particularly good (it was around 30FPS. Acceptable, but the big problem was that it was very inconsistent whenever I had to render more than two objects.) and I spent approximately four hours trying to figure out what was causing the problems. Needless to say, this caused some frustration (and by ‘some frustration’ I mean ‘a white-hot rage during which I could only speak in swears directed towards OpenGL’.)
When I finally solved the problem and the red mist dissipated I found that the project had lost a lot of its momentum and I had tremendous difficulty getting back into the zone. Unfortunately this lack of motivation continued into the third day.
So yeah, I have created a game, but I’m disappointed that I didn’t use my full potential.
Oh well, better luck next time.

Play the game here.

Final stretch

Posted by (twitter: @DocBroccoli)
Monday, August 25th, 2014 12:11 pm


I don’t really have much to say right now. I’m really just posting this because my dad noticed that I didn’t write anything yesterday and he was worried that I’d dropped dead halfway through the competition.

Software bugs: Ruining everything since 1936

Posted by (twitter: @DocBroccoli)
Saturday, August 23rd, 2014 3:22 pm

…Except in this case they actually made everything better!
In my game, you can switch between two different worlds (I’ve taken to just calling them ‘Red world’ and ‘Blue world’). Earlier today, I encountered a bug that made double-jumping impossible when the player is in Blue world.
Rather than fixing it, I’ve decided to turn this into part of the game. I’ll make it so that the player will use violence in one world and acrobatics in the other.

Anyway, I’m done for today. I’ll see you guys tomorrow morning.

A: No.

Like, particles and stuff

Posted by (twitter: @DocBroccoli)
Saturday, August 23rd, 2014 1:17 am



I may not have any gameplay whatsoever, but I do have particles!


I tried making a GIF, but it didn’t turn out so great…


I’m gonna take a short break now and see if I can spend the rest of the day on gameplay without getting distracted.


Baby steps

Posted by (twitter: @DocBroccoli)
Friday, August 22nd, 2014 8:48 pm


Little coloured squared with a texture slapped on them. Progress!

…But I can’t, so I guess I’m in.


As with previous LD’s I’ll be using my own codebase written in C++ (using openGL, SDL, GLM and probably some other libraries that I forgot about)

I won’t be using any music or sound effects (for several reasons, the most important one being “I just can’t be arsed to write the code for it right now.”) and if I need textures or whatever I’ll probably just use MS paint to make ’em.

I’ll try to catch some sleep right now, though I just came back from a wicked game of D&D and I’m still slightly hopped up on caffeine. Still, I’ll see if I can rest a little and I guess I’ll see you guys in approximately 3 hours.


Good luck to everybody!

I’m out…

Posted by (twitter: @DocBroccoli)
Monday, April 28th, 2014 2:26 am

I haven’t been able to get anything done in the last couple of days. I tried to work, but for some reason my sense of creativity is just completely busted.


I tried! I really did! But all I have now is a random maze that has boulders rolling around in it. I don’t even have any proper ideas. I figured that if I just started working I’d come up with something on the fly. I didn’t. A shame, really.

I’ll be back next time, but for now I’m just going to take a break and do absolutely nothing for a while.



I’m in!

Posted by (twitter: @DocBroccoli)
Friday, April 25th, 2014 10:32 am

I stocked up on coffee and frozen pizza and I’m ready to rock!


My tools:

Language: C++, using my own codebase which is built using SDL, OpenGL, GLM and DevIL.

Graphics: Probably just MS paint and stuff, but I recently wrote a .obj file parser so I might even use some of that.

Sounds: None, I’m no musician and I don’t like using those free asset websites so I’ll just leave the sounds up to the player’s imagination.

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