GGJ 2018: Media Inc.

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Media Inc. puts you in the position of a news agency employee. You need to decide what kind of news to send out into the world, and will see the results of your decisions.

I made this game with Kai and Tatjana during the Global Game Jam 2018, January 25-27.
The theme of the Jam was Transmission and we used the diversifiers “A Bold Choice” (Audio) and “Hidden Depths” (Narrative).

I did the programming while Kai did design and writing, and Tatjana made the art assets. Kai and Tatjana also did the sound.

Everything is on the GGJ website HERE!

Sound Design BA6: Sonic City Map

SonicCityMapScreenshot

The Sonic City Map is a small sonic experience we did in a day. The player can move around a small part of a city and switch between modern and Victorian times to experience the changing soundscape.

This game was created for our Sound Design Task. Armand had the original idea which I joined in on, and Patrick made the unity prototype. I did the sound design for the street performer (top left corner) and the market (bottom right corner) locations.

You can download the Game HERE.

Self-Initiated Project BA5: Warriors and Serfs

Warriors and Serfs is a 3D real-time city-building / strategy game for PC with a focus on building a settlement with a functioning economy, set in the medieval era.

Warriors and Serfs puts you in the place of a Count in the medieval times. Your king has given you the task to build a new settlement and defeat his enemies, so you set out with a few loyal servants and materials to do as he commands.

Unlike in typical rts games such as the Age of Empires series which have very few different resources (ie. wood, stone, gold, food), Warriors and Serfs allows you to gather a multitude of different resources and refine them into food, building materials and weapons.

Every item exists physically and can be transported by your ever-diligent Serfs to construction sites, the weaponsmiths, or the warehouse. Therefore the placement of your buildings is a major factor in the effectiveness of your economy. once your economy stands and you’ve built your army, you are ready to attack the enemy player to claim their lands as your own!

Position your archers behind your infantry and flank their archers with your knights, in combat you have full control.

This game was made during my fifth semester at Cologne Game Lab, as part of the Exchange & Practice Semester. We had pretty much complete freedom of choice on what we would do for this Project, so I chose to make a game I had been wanting to make for the previous year or so, but knew I didn’t have enough time to really work on it otherwise.

You can read the Dev Blog HERE!
You can download the latest version of the game HERE

The Lootbox :^] Update (Weeks 17&18)

JAN 22 – Feb 04

In this first week, I completed the tutorial, preliminarily. I also introduced “lootboxes”, which produced a funny bug. Besides that, I tinkered around with UI / UX and tooltips. I went to the GGJ the weekend inbetween, and didn’t get a lot of sleep, on top of that I caught a cold. I did however get some playtesting for my new tutorial, which proved very successful! During the second week i implemented a few things based on that feedback, and some older things from my todo list. I also spent a good amount of time on the Final Presentation, which I held on Friday. Finally, I thought about the future of the game.

Continue reading “The Lootbox :^] Update (Weeks 17&18)”

The Learning Update (Weeks 15&16)

2018 Jan 08 – 2018 JAN 21

I spent most of the first week preparing for the playtest session on Friday 12th.
The playtesting showed me major flaws in aspects of the game, so I decided to forgo multiplayer entirely, in favor of polishing the singleplayer experience. At least until the final delivery date in February. Also, I worked 81 hours on the game total these two weeks, finally reaching the 40hr/week mark I wanted to for so long!
Continue reading “The Learning Update (Weeks 15&16)”

The Loud Update (Weeks 13&14)

2017 DEC 25 – 2018 Jan 07

The multiplayer I had achieved at the end of week 12 could be called “Co-op”, all players in the game controlled the same buildings and subjects. Week 13 was spent turning that into opposing players. The following week I decided to add some polish to the game, so I added some menu stuff and I finally introduced sound.

Continue reading “The Loud Update (Weeks 13&14)”