Games I've worked on
Hitchhiker / 2018 - Present
Hitchhiker is the first commercial project I’ve worked on so far. After absolving an apprenticeship at the Berlin based game developer Mad About Pandas, I’ve been working there as a Game Designer. My areas of work include visual scripting in Unity, puzzle mechanics and overall Game Design. The game is being published by Versus Evil.
“You’re a Hitchhiker on a strange journey, unable to remember who you are or where you’re headed. Something in your recent past has stolen your memory – but what? The highway offers clues: a matchbook hidden in your armrest, a photo in the glovebox, billboards and crows along the roadside. Your driver, a farmer, wants to help you, and his personal memories and recollections provide an unexpected window into your own backstory.”
Tesseract / 2018
Tesseract is the third game I’ve developed during my studies. It was also the first project I’ve worked on which wasn’t based on my own idea. Together with my team we’ve worked out the very logic heavy game mechanics, I was responsible for the level design and overall aesthetics of the game.
The game combines heavy puzzle mechanics with the abstract style of M. C. Escher and games like Monument Valley. With a restricted set of steps it is your task to navigate the cube through the 16 diverse levels. Different platforms have different outcomes: Stepping on a colored square will stain the sides of your cube, others will take away some of your steps.
Automata / 2017 - 2018
Automata was made in my third semester and was also by far the biggest project I’ve worked on during my studies. I was responsible for all of the code, narrative design, and level design of the game. Everything art and modeling related was made by a fellow student. The game itself was inspired by narrative driven games like Gone Home and Everbody’s Gone to the Rapture.
In Automata you take on the role of a NannyBot, who is currently being trained to help parents out with raising their children. In order to teach the robot about their responsibilities, memories of several mothers are being simulated. Basically an altered version of the Turing Test. During the game the player has to absolve minigames to hack computers and other technical devices, which gives a glimpse into the lives of their family memories.
The Sounds That Roam At Night / 2017
The Sounds That Roam At Night was the first game I’ve ever worked on and is based on my own idea. I mainly focused on the narrative of the game and was responsible for planning out the four different levels of the game. The story of the game is based on the mysterious HAARP sounds which are being heard throughout the whole world. Other then that I was inspired by Oxenfree, Stranger Things and Twin Peaks.
The game consists out of four levels including four different characters. All of the characters are connected by a forum which they use to talk about the strange hallucinations that connect them. Changing things around in the environment will trigger a switch to control the other mysterious dimension.
Multi Floor Sci-Fi Car Park
This was my first time every properly planning out a level. The task was to create a interesting environment and level design out of a stereotypical car park. My design process included the creation of a narrative, creating a 2D sketch in Adobe InDesign and blocking out the level in the Unreal Engine. In total the car park has five different floors, I planned the different floors out with a stealth game in mind.
Gargantua is a Arduino game project I’ve made during the Alt.Ctrl Workshop at UE. The game is structured like a Twine game with some interactive implementations. The goal was to create a interactive device which could be used as a addition to a game, or as a game in itself.
Cosmic Express: Game Design Document
This document was created as part of a university module, based on a puzzle game of our own choice. We had to create a prototypical game design document of the game, based on six topics: Modification Core, Family Tree, Target Group Analyzation, Core Loop and Level Design. (Note: I’m in no way involved with the actual game development of Cosmic Express)