University Projects
In each semester, we develop a vertical slice in the form of a digital video game, guided by specific requirements set by our teachers, such as setting or genre.
At the end of the semester, we participate in an event called “Games.Kickstart,” a smaller version of gamescom, where each team showcases their project at an own booth. Visitors and teachers vote on the projects and the top projects then have the opportunity to pitch their game to the audience.
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Birdman Warriors - Winter 23/24
Team Size - 7 people
Project Duration - October 2023 - February 2024
Responsibilities - Lead programmer, game systems programming, UI programming
Utilized Software - Unity 2022.2.2f1, GitHub Desktop, ClickUp
Birdman Warriors is an RPG set on the mysterious Easter Island, exploring the rich culture and legends of its ancient inhabitants.
As the Lead Programmer, I managed the technical aspects of the project and kept the development process organized by tracking schedules and tasks for other programmers.
I focused on creating essential core systems for the game, most notably:
Dialogue System - I implemented dynamic answer options that can be linked to events based on the player’s selection
Quest System - Based on ScriptableObjects, can be combined with the dialogue system to start and stop quests
Talent Tree - Collected points can be invested in talents, which in return improve the player's abilities
Artifact System - Randomized artifacts unlock special skills for the player
Romulus Saga - Summer 23
Team Size - 6 people
Project Duration - March 2023 - July 2023
Responsibilities - Product owner, project management, game systems programming, UI programming
Utilized Software - Unity 2022.2.2f1, GitHub Desktop, ClickUp
Romulus Saga is a real-time strategy game set in ancient Rome during the legendary origin story of 'Romulus and Remus,' two mythological brothers who are said to have laid the foundation for what we now know as "Rome".
Besides managing the project and keeping track of the schedule and tasks, I worked on several systems used in Romulus Saga.
Dynamic Localization System - Using Scriptable Objects, which are fed into the custom Dialogue System I wrote
Random Hexagonal Map Generation - Generating random battlefields while considering a custom ruleset to ensure that every generated map is playable
A* Algorithm - Allowing the player and the AI to move along a chosen path on the battlefield
(Gridless) Building System - Used to place buildings on the map
...and several smaller systems regarding UI
How to Whisky - Winter 22/23
Team Size - 8 people
Project Duration - October 2022 - January 2023
Responsibilities - Scrum master, gameplay programming, optimization for mobile devices
Utilized Software - Unity 2021.3.15f1, GitHub Desktop, ClickUp
How to Whisky is a Serious Game available on iOS that teaches players about the distillation and production of whiskies. This project was exclusively developed for iPhone and iPad, meeting specific project requirements.
We collaborated with whisky expert Jürgen Deibel, who provided invaluable expertise for the game's development.
In How to Whisky, players interact step by step with all the necessary machinery used in whisky distillation, ultimately crafting their own whisky bottle. The bottle's characteristics are determined by the decisions players make during the distillation process.
As our team consisted of only two programmers, I worked on big parts of the gameplay loop and I implemented most of the UI with corresponding interactions.
The Odyssey Telescope - Summer 22
Team Size - 9 people
Project Duration - March 2022 - July 2022
Responsibilities - Scrum master, all the programming
Utilized Software - Unity 2020.3.23f1, GitHub Desktop, ClickUp
The Odyssey Telescope is a point-and-click adventure in a pixel art style, set in the era of 17th-century pirates. This project was the first digital video game we developed as a team at university.
Due to poor project management decisions, I ended up being the only programmer of the group. While this experience brought considerable stress, it also provided valuable lessons that have significantly influenced my approach to projects ever since.
On one hand, being the only programmer during this project forced me to restrict myself in terms of quality. On the other hand, this unique situation provided an opportunity to learn more about efficiency and stress resistance, making it an invaluable experience.
In addition to implementing the necessary features for a point-and-click adventure, like mouse control and interactive environments, I also developed a dynamic Dialogue System. This system has proven to be useful in subsequent projects as well.