
A year of creativity, collaboration and visible impact
2025 was an intensive and productive year for THUAS GameLab, the practice-oriented games and applied games lab at The Hague University of Applied Sciences. Students, lecturers and partners worked together on games, simulations and innovative applications that are valuable within education and are increasingly gaining recognition beyond it.
From publications and events to serious games and community building: this year shows how GameLab continues to develop as an established link between education and industry.

Connecting education with industry
An important theme in 2025 was connection. Students had direct contact with professionals, studios and organisations in the field.
- Visits and meetings with organisations from the games and esports sectors gave students insights into professional workflows and career opportunities.
- At events such as INDIGO and networking meetings of the Dutch Games Association , students met developers, publishers and policymakers from the Dutch games industry.
- At the Dutch Innovation Factory , GameLab continued to grow into a recognisable place where education, entrepreneurship and creativity come together.
These encounters are an essential part of the learning experience at GameLab.

Projects: from entertainment to applied games
2025 was also a rich year in terms of content. GameLab worked on a broad range of projects, with entertainment games and applied simulations existing side by side.
Entertainment & indie games
- Penguin Panic – a learning project: an accessible 2D platformer being developed for multiple platforms, released on Steam and Switch.
- Various student games that were tested, pitched and developed further during playtests in the Game Basement.
Applied games & simulations
- TrustPort – a cybersecurity game developed in collaboration with the Cyber Security Living Lab.
- InnovA58 – a simulation project for Rijkswaterstaat, in which students work on digital representations of infrastructure and innovation.
- GymSim – a virtual sports hall in which sports equipment layouts can be tested and optimised.
This mix underlines GameLab's strength: students learn both how to make games and how games technology can support social and business challenges.

Student success and publication
A major milestone in 2025 was the commercial release of a student game:
- USB-BOT, developed by GameLab student Ajoeb Gaasim, launched on Steam, reaching a global audience. It is the first GameLab game to have actually been released as a commercial title.
Several student projects were also selected for the Best Games Gallery, which highlights the best games from the Game Development minor. This demonstrates that the work is consistently of a high standard and receives visible recognition.
Community and talent development
This year, GameLab again invested heavily in community building and talent development:
- Collaborations with MBO vocational students and Technasium pupils, who are introduced to game development through workshops and projects.
- Internal pitch sessions and playtests, where students learn to give, receive and act on feedback.
- Informal events such as Factory Game Drinks, where students, alumni and professionals meet in an accessible setting.
These activities strengthen students' skills, confidence and professional networks.
Looking ahead
2025 confirms THUAS GameLab's role as a learning and innovation hub within The Hague University of Applied Sciences. Successful publications, strong projects and a growing network provide a solid foundation for the coming years.
In 2026, GameLab will continue to focus on:
- practice-oriented education;
- collaboration with external partners;
- visibility for student work;
- and guiding students towards a sustainable career in games and interactive media.
