Rescue Tactics (previously Force of Nature) is an educational game about natural disasters.
The player takes on the role of a local first responder in the event of a natural disaster. They need to navigate a city full of hazards retrieve a citizen in danger, and get them to safety.
I was the main programmer during this project. I setup the project and prototyped the two gamemodes. During the project I still did most of the programming work, including everything relating to the levels (except sound). I also guided Dmitry in his work, as it was his first time using Unreal.
Since the game needed to be in german and in english, I also handled the technical aspect of localization.
This video shows off pretty much all of the content and features of the game.
Download the game HERE.
You can read more about the development Process HERE.
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 only adjusted some scripts for more varied audio file playback, and I did the sound design for the street performer (top left corner) and the market (bottom right corner) locations.
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. 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 weapon smiths, or the warehouse. Therefore the placement of your buildings is a major factor in the effectiveness of your economy. Combat was planned, but not implemented into the game, instead the goal is to accumulate enough resources to construct the Palace Building.
I made this game 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.
Crapmania is a no-contact multiplayer racing game where each player races to beat the others’ and their own best times. As players will race around the same track for a certain time and restart every time they finish, the players will eventually come closer to driving the perfect round, in the absolute best possible time.
The game features LAN multiplayer with player login to a local wamp server. The game will show each player’s best time, and the server best time. The player best time is saved to an sql database o the wamp server, and will be checked when a player logs back in.
I made the game in the fourth Semester at cologne game lab, for the programming module.
The task was to make a multiplayer game with potentially infinite life players at a time, using a C++ Server.
I made the client in unity and the server in visual studio as a windows console application. The c++ server communicates with the sql database through php.
Everything that involves server-client connections as well as php and most of sql was new to me at the start of the semester, so I felt very happy with what I managed to achieve in the two weeks I spent on the project.
Trash Chicken is a Top-Down Shooter Destruction Fantasy.
The player is a giant chicken bent on destroying the evil foxes’ city, and freeing the captured chicks from them. As the chicks are being freed, they join the horde following the player and attacking the foxes until they become an unstoppable force.
Trash Chicken was created in my fourth Semester of studying at CGL as the collaborative project, with Rick Hoppman, Caterina Böhm and Omar Ruiz.
You can download the gameHERE (PC, Mac, Linux). Or you can watch a Gameplay Video HERE. You can read about the development process HERE.
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. 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.
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!
You can download the game HERE!
Gameplay video on youtube HERE.
Q® (“QR”) is a Collectible Card Game / Outdoor Card Hunting Experience for mobile devices. It features an original card game with a corporate theme, faction VS faction metagame, and physical-space card hunts. You are recruited by one of the eight corporations as an area manager to increase your corporation’s profits and public appearance. Win card games against players from other corporations to increase your corporation’s power. Team up with other players of your faction to find powerful cards to add to your decks, and become the megacorp to rule the world.
Q® was the third Semester Project I did in the CGL (Nov 30th 2016 – Feb 2nd 2017). I worked with Andreas Gefken, Caterina Böhm, Matthias Siegel, Owen Franke, and Sarah Engelhardt on this.
You can download the android apk, a PC and Mac build HERE. You can read about the development process HERE.
The Toddler Connection is a detective game for the HTC Vive. It features investigative dialogue, with a unique dialogue mechanic, as well as two distinct perspectives on the world. You take on the role of a toddler in kindergarten who likes playing detective and solving mysteries. Once again playing his game of detective, he searches for the stolen bracelet of his crush, the kindergarten teacher. By talking to the other toddlers in kindergarten, or rather their film-noir alter egos, you find clues and hints about the missing bracelet until you can finally face the thief!
The Toddler Connection is the second Semester Project I did in the Cologne Game Lab, during May to July of 2016. I worked with Felix Schade, Pierre Schlömp and Dominique Bodden on this.
Dreams of Pan is a 2D puzzle platformer. You control Pan, a boy with a vivid fantasy! You accompany Pan on a journey through his dreams, where you will have to protect him from the dangers that his troubled emotions bring! As Pan falls into deeper sleep stages, you will uncover emotions he has hidden away; Fear, Sadness, Anger! In the first level, the core emotion is “happiness”. Pan doesn’t have much to worry about yet, but the game will gradually get harder!
Dreams of Pan was the first Semester Project I did in the Cologne Game Lab from December 2015 to February 2016. I worked with Anna, Caterina, Patrick and Taylan on this.
Download it HERE, or watch the gameplay video on Youtube HERE.