GenericSpaceShooter0815 is a Co-op Highscore Space Shooter Game. One to four players shoot aliens to rack up their highscore!
I made this game in three days during our Cologne Game Lab Winnitron Game Jam. I used the Unity Tutorial Project as base, and enhanced the Gameplay by adding more enemies and a Boss, multiplayer, weapon upgrades and shields, as well as scaling difficulty. The game runs in a “demo” mode while no one is playing, and new players can join in at any time if a spot is open, making it a perfect fit for an arcade.
The game is made for a winnitron arcade machine, and cannot be enjoyed with four players on a PC (unless you have a NKRO Keyboard). However you can play it perfectly well with one or two people!
Objective: Allow player to steer a plane only by sound
Engine / Language: Unity / C#
Team Size: 3
Duration: ~2 work days
BlindFlug is a cockpit sonification experience. The player’s task is to lift a plane off the runway and bring it in a stable position to activate the autopilot. However, the player is blind! They must rely on the Audio-Feedback of the engines and airflow to gauge their current speed and altitude.
This game was created for our Sound Design Task. I created the original Game Design and worked with Andreas on improving it. I built the prototype in around one to two days.
The most interesting aspect of this project was the playtesting afterwards, which gave so much important insight on how we could improve the game!
TwoVenture Game is a classical 2D Point&Click Adventure written in C++. The player takes on the role of a samurai who finds himself in a strange place, and attempts to find his way back home. The game is filled with silly references to different franchises and is almost more of a tech demo than a proper game, as I spent most of my time on designing the engine, rather than the game.
The engine features four interactions, “Use”, “Use with”, “Look”, and “Talk”. There is an inventory, and items can be combined to create new items. There is background music for the different scenes as well as sound effects on certain interactions. Textures, sounds, and dialogs are managed using an xml file.
The engine code is not dependent on the game code, so you could easily make any other game (within the engine’s capabilities) using just the engine files. I also made a debug window module which can be used with other SFML applications.
This game is the result of the Semester Task in my third semester at cologne game lab, and I worked on it alone.
The task was to create a Point&Click adventure using only C++, SFML, and tinyXML. I learned all of these things within one semester and applied them in the game to my best efforts, and I am very satisfied with the outcome!
Watch the Gameplay Video (choppy video and desynchronized sound only in the recording):