Curriculum Vitae

Curriculum Vitae

Jassin Kessing
Software Developer
Programming Languages
C# / .NET
Visual Basic
Azure DevOps
Microsoft Azure
Visual Studio
Microsoft 365
SQL Management Studio
Adobe Photoshop












Microsoft Certified: DevOps Engineer Expert
Microsoft Certified: Azure Administrator Associate
Microsoft Certified: Azure Developer Associate
Microsoft Certified: Azure AI Fundamentals
Microsoft Certified: Security, Compliance, and Identity Fundamentals
Microsoft Certified: Azure Data Fundamentals
Microsoft Certified: Azure Fundamentals
Microsoft Exam 70-480: Programming in HTML5 with JavaScript and CSS3
Emergency Response (BHV)

Kompas Veiligheidsgroep

Advanced Open Water


Handicap 54

Koninklijke Nederlandse Golf Federatie

Movies & TV Shows
Museums & Culture

Software developer (.NET) & DevOps engineer at SmartHOTEL. Developing channel management software for the flow of reservations, rates, and availability between hotels and booking sites. Specialized in the underlying Microsoft Azure infrastructure and DevOps environment, and skilled in security principles.

MSc in Media and Knowledge Engineering at Delft University of Technology, the Netherlands. Graduation topic: semantics in game worlds.

SmartHOTELJan 2013 - now

Developing back end channel management software and front end applications for hoteliers.

Scientific Programmer
Delft University of TechnologyFeb 2011 - Feb 2012

Knowledge Transfer Project in cooperation with re-lion BV.

Bart SmitJul 2002 - Dec 2010

Advising customers and managing stocks.

Scientific Programmer
Delft University of TechnologyJul 2010 - Oct 2010

Working in a research project on automatic creation of virtual worlds, focusing on semantics in game worlds, object semantics, and object interactions.

Student Assistant
Delft University of TechnologyFeb 2009 - Jul 2009

Assisting students in developing a computer game with C# and XNA.

Nederlandse HartstichtingNov 2007 - Dec 2007

Development of a real-life computer game to be used during events. Part of Media and Knowledge Engineering master.

Cannibal Game StudiosApr 2007 - Jul 2007

Development of a tech demo. Part of Media and Knowledge Engineering bachelor.

MSc, Media and Knowledge Engineering
Delft University of Technology2004 - 2009

Topics: Computer Graphics & Game Technology. Member of W.I.S.V. Christiaan Huygens.

Game and Media Technology
Utrecht University2007 - 2008

Attended several classes as part of the MKE-master at Delft University of Technology.

VWO, Natuur & Techniek
Christelijk Gymnasium Sorghvliet1998 - 2004
IDEXAug 2012 - Sep 2012

Teaching English to orphans, students, and adults. Organized by Indian Network for Development Exchange (IDEX) and Activity International.

Windows Store
Snow PopperDec 2012

It's winter time and it's snowing! And it doesn't show signs of stopping! Pop all the snowflakes before they reach the ground!

Windows Store
Maze of AsteriusDec 2012

Find your way through the mysterious Maze of Asterius, but make sure to avoid the dangerous minotaur at all costs! Make use of your special ability to rotate parts of the maze, and open up new paths in each of the 100 levels, allowing you to get to the exit in one piece. Try to collect all the star coins in each level to achieve a better score and unlock bonus levels. Avoid the minotaur, unless you've managed to find a sword to protect yourself. And while you're there, don't forget to save helpless imprisoned maidens! Are you smart enough to make it out alive?

Azië 2.0Oct 2012

Azië 2.0 beschrijft alle avonturen van een prachtige reis van 199 dagen door de Filippijnen, Japan, Zuid-Korea, Indonesië, Maleisië, Singapore en Nepal!

Proceedings of International Conference on Games and Virtual Worlds for Serious Applications
Semantic crowds: reusable population for virtual worldsOct 2012

Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions typically target only specific types of environment and scenario, a variety of special-purpose methods and systems has emerged that are hard to re-configure and re-use in other contexts. Solving this situation demands a higher-level approach that takes re-use and configuration of crowds as a priority, for adequate application in a broad variety of scenarios, virtual environments and interaction with the entities present in that environment. In this article we propose semantic crowds, a novel approach that allows one to re-use the same crowds for virtually any environment, and have them use the objects available in it in a meaningful manner, without any modification. To have the agents autonomously interact within any virtual world, we minimize in them the information relative to what objects do and how to use them. Instead, that information is stored in the objects themselves, which the agents can then query, based on what they plausibly want to achieve. To facilitate creating such crowds, we developed an interactive crowd editor that provides high-level editing parameters for defining crowd templates. We illustrate the flexibility of semantic crowds by means of two cases, in which we let the same crowd populate quite differently configured airport terminal environments. These examples also highlight that this modular approach easily combines with your custom implementations of agent behavior model and/or motion planner.

Click here for the paper.

Proceedings of workshop on Procedural Content Generation for Games
Designing semantic game worldsMay 2012

Current game worlds often fall short in providing consistency between the visual representation of the world and the way it feels, behaves, and reacts. This problem partly originates from the goal oriented and cost-effective nature of the game development process, which mostly favors ad hoc solutions for one particular game, rather than investing in concepts like reusability and emergent gameplay. In broader terms, we observe that game worlds miss semantics, and we argue that its deployment has the potential to bring about the consistency missing in their content. Therefore, we present a novel approach aimed at enriching virtual entities in game worlds with information about their roles, how they relate to others, and how they can affect and interact with players, NPCs, and with each other. We discuss several requirements to achieve these goals, and introduce a semantic model to represent game worlds. In order to support and validate this model, we have developed Entika, a framework to facilitate the deployment of semantics during game development, as well as its maintenance during run-time. Furthermore, we briefly discuss several applications that demonstrate the power of this semantic model for game worlds. After careful evaluation of our semantic game world model and framework, we conclude that a semantically rich world representation can substantially assist designers in creating much more consistent game worlds.

Click here for the paper.

Een barbecue met 100 Chinese meidenMay 2010

In dit boek neemt Jassin Kessing de lezer mee op een groot avontuur door verrassend Azië. Stap in zijn voetsporen en ervaar zelf het machtige China, het mystieke Tibet, het hippe Hong Kong, het fascinerende Vietnam, het ontspannen Laos, het roerige Cambodja en het stralende Thailand!

Proceedings of the International Conference on Entertainment Computing
Services in Game Worlds: A Semantic Approach to Improve Object InteractionSep 2009

To increase a player’s immersion in the game world, its objects should behave as one would reasonably expect. For this, it is now becoming increasingly clear that what game objects really miss is richer semantics, not eye-catching visuals. Current games’ lack of semantics is mostly due to the difficulty of game designers to realize such complex objects. This paper proposes a solution to this problem in the form of services, characterizing classes of game objects. An example of this is the service of a vending machine, which exchanges a coin for a soda. A three-phased methodology is presented to incrementally specify and add services to game objects. This approach has been implemented and validated by means of a prototype system, which enables a simple and intuitive definition of services in an integrated nvironment. It is concluded that game objects aware of their services facilitate more and better object interaction, therefore improving gameplay as well.

Click here for the paper.

First Prize at Expedia Partner HackathonDec 2015

Won the first prize at a hackathon in Las Vegas that was organized by Expedia, by developing an app to book multi-destination packages.