Games

Remnants

Fight enemy drones in this action-filled shooter to obtain the key to freedom! Combine the powers of four elements to perfect your strategy.

C++, Unreal Engine 4, Steam, Steam Achievements

Development

Remnants was my graduation project for my Bachelor's degree and was also my first experience with the Unreal Engine. The key concept of this simple FPS game is to use elemental gems to adapt your shooting behavior and combine them into stronger gems. After further polishing, the game was also released on Steam.

Main contributions
  • Battle system
    • Defining player and enemy stats and implementing them
  • Implementing the different shooting behaviors for each element
  • Game design
  • Audio integration
  • Administrating the Steam game page and integrating achievements

Incendarius

Incendarius unites puzzle, stealth and horror elements into an eerie, fiery game experience. Use your gift of fire to burn down obstacles, but beware of the consequences…

C++, Unreal Engine 4

Development

Incendarius was my second big Unreal Engine project during my Master's degree. The main focus of the game is a collection of puzzles that can be solved by carefully igniting the surroundings of the character. Some puzzles also include horror/stealth elements. In this project I gained more experience in the development process and multimap editing in the Unreal Engine.

Main contributions
  • Puzzle system that is compatible with serialization
  • Interaction system
  • Object respawner for resetting puzzles
  • Audio integration
    • Voice lines, music and SFX

Fungus Among Us

A dangerous fungus is spreading amongst your friends! There is only one way to save them: You have to lick it all up from their skin before they turn into zombies!

C#, Unity

Development

Fungus Among Us was developed during a game jam. By directly steering the tongue of your character you can exterminate the fungus before all NPCs die.

Main contributions
  • Infection system for the fungus
  • Fungus particle system that interacts with the tongue of the player
  • Audio integration
  • Game design

Space Worms

Exterminate space worms that are threatening our galaxy...With laser cannons!

C++, GLM, Box2D,
OpenGL ES 2.0, Java

Development

Space Worms is a simple space arcade game developed with a custom engine in android studio with native c++ code. By touching multiple planets on different sides, a laser will be fired between the planets to destroy enemies with matching color. Some enemies require color mixing.

Main contributions
  • Implementing engine base architecture
    • Event binding system
    • Component based game actor logic
    • Scene management
  • OpenGL ES rendering with textures abstracted by using materials
  • Box2D integration
  • Audio integration
  • Game design

Primal Trial

An AI-based simulation game about a young raptor trying to find its mother.

C#, Unity

Development

Primal Trial is an AI simulation based on Goal-Oriented Action Planning. The raptor plans his actions based on what objects in his surroundings are in his memory. Objects are implemented as "smart objects" offering a specific action for the raptor, like eating or drinking.

Main contributions
  • Base algorithm for GOAP
  • Implementing the actions for the smart objects
  • Simulation settings UI for tweaking AI
  • Simulation (Game) design

HEC

In HEC you take control of an Android and protect him from the harms of the world. As the action control unit of his life system, you must provide correct actions for specific situations.

C++, SFML, TGUI

Development

HEC was developed with a custom engine based on SFML. The engine supports loading maps from an external tilemap editor. It is a simple 2D sidescrolling platformer where the character is controlled by queueing actions.

Main contributions
  • Engine architecture based on SFML
  • Gameplay and AI programming
  • Sound design and integration
  • UI design and integration
  • Simple in-game skins
  • Game design

Lusomnia

In Lusomnia, you fight the guards of a mysterious tower to solve its secrets. Use your magical affinity to prevail and crush your foes.

C#, XNA, MonoGame

Development

Lusomnia was my first game developed with C# using Monogame. It is a simple 2D RPG including seeking and finding items to solve puzzles.

Main contributions
  • Engine architecture based on Monogame
  • Gameplay and AI programming
  • Sound design and integration
  • UI design and integration
  • Tilemap design
  • Game design

Memeory

A popular classic with a meme-tastic twist.

HTML, CSS,
Javascript, JQuery

Development

Memeory was my first webgame. The game is primarily based on Memory with additional twists and actions like card shuffling or showing a card's counterpart.

Main contributions
  • Gameplay programming
  • Sound design and integration
  • UI design and integration
  • Game design

Extern

Carotic

Carotic is a top-down 3D couch-co-op hide and seek game for 2-4 players. Their task is to drive like the other NPC cars while trying to identify the other players.

C#, Unity

Development

Including my contributed game mode, the game consists of five different modes, each featuring its own unique mechanics.

Main contributions
  • Creating a new game mode
  • Enhancing the code structure of the project
  • Improving the expressiveness of the UI

Software

Shark 3D

Shark 3D is a multimedia engine used for video games, streaming and broadcasting, films and series and interactive applications.

C++, FFMPEG, Python

Development

During my internship at the Spinor GmbH I extended the functionality of the Shark 3D engine. Alongside adjusting and expanding editor usability and functionality, I extended the streaming feature of the engine.

Main contributions
  • Editor adjustments and expansions
  • Simple engine architecture adjustments
  • Integrating sound for live streaming using FFMPEG

Hierarchy Highlight

This simple hierarchy extension enables you to highlight gameobjects that have a specific tag or script with a defined color and icon.

C#, Unity

Development

This hierarchy tool was developed during my Master's thesis to improve the organisation and retrievability of gameobjects. The tool also provides additional information for each object, such as child count or a more dominant visualization on whether an object is active. Subsequently it was further polished and released on the Unity store.

VR

Lit Tree

Lit Tree visualizes connections between works of literature in a more convenient way.

C#, Unity, SteamVR

Not available

Development

Lit Tree is an interactive Virtual Reality literature research prototype to improve search performance and visualize relations between books. The system shows multiple hierarchy levels to better visualize direct and indirect relations.

Main contributions
  • Created base logic for literature links
  • Implemented book clusters
  • Integrated book tag highlighting from an in-world interface
  • Integrated a navigatable sorted book list based on release date
    • Books in this list can be grabbed and used as a new entry point for the relation visualization
  • Integrated SteamVR and VR interactions

FlyCycle

Enjoy flying through the sky on your winged bicycle... Minus the risk.

C#, Unity, SteamVR

Not available

Development

FlyCycle is a VR gamification project that aims to encourage physical activity on a stationary bike. By fetching input data from an ergometer the player can control the speed and altitude of the flying bicycle by pedaling, and steer by leaning to the side. This project was my first experience with handling data from a serial port interface.

Main contributions
  • Reading and interpreting data from the serial port interface
  • Player controller for ascending and descending based on pedal speed.
  • Integration of SteamVR

Unfinished

HEC 2.0

Base concept of HEC combined with clicker battle mechanics.

C#, Unity

Not available

Development

HEC 2.0 is a mix of the original game and clicking based fighting mechanics. My motivation was to further polish the game, but this version is still only a prototype.

Additional features
  • Clicking based fighting system with an ability system and buffs
  • Ability description and behavior can be fetched from excel sheets
  • Offline procedural platform generation with procedural decorations
    • Prevent overlapping decorations by directly comparing pixel texture overlap
  • 2D movement graph that automatically creates connections

Robot Rodeo

Robot Rodeo is a hotseat 2-player multiplayer game set in a robot arena. One player controls a robot bull, while the other player controls its robot rider.

C#, Unity

Development

Robot Rodeo was my first bigger Unity project in a team. It is a simple round-based arcade game where the players either try to not fall off the bull or shake off the rider. After each round the sides are switched and several power-ups can be placed in the arena.

Main contributions
  • UI integration
  • Player controller handling
  • Handling placement and logic of power-ups
  • Improving rider logic