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 Game was published on the University of Cologne’s Website for Geography didactics, see HERE.
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. The goal is to accumulate enough resources to construct the Palace Building.
This game was a solo project I 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.
Don’t get Sick! is a game about an every-day man just trying to survive in the every-day apocalypse. Stay out of trouble with your boss, spend enough time with your family, keep an eye on your wealth, but most importantly: Don’t get Sick!
I made this game together with Violetta, Tristan, Tobias and Carsten during the Blue Byte Game Jam 2017, Nov 9 – 12.
The theme of the Jam was “Health” and we went with it quite literally. The other lose conditions – Family, Wealth, Job – came much later in the process.
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!
Watch the Gameplay Video (choppy video, desynchronized sound from recording):
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.