As the name suggests, this 1-day gamejam is an autorunner. We set a realistic scope for our limited timespan and were able to finish a mini-game adhering to our expectations.
For Monochroma, I blocked out a city to vandalize and do freerunning in and implemented an elegant interaction pattern that seamlessly combines various inputs.
In this experimental shooter, 2 players face off in an area control competition. Whoever has more flowers on a desert tile wins that tile, unlocking a respective tile on the fractured shared split screen. This idea, and its technical implementation using render targets were my key contributions to this game jam.
Self-hosted LLM implementation using Python, FastAPI and Unity for NPC conversations.
For the gloomy “Obscrete” I created a player controller that can be adjusted to walk into any direction: walls, ceilings, crooked angles, anything. Furthermore, I designed the final level and took the role of a producer.
In this level design project, I focussed on a steady and managable learning curve, introducing increasingly complex mechanics and levels over time.
My bachelor’s thesis “SorcerAI” revolves around resource managment and the training of a blackbox-like artificial intelligence. The game is designed to challenge a player’s mathematics, risk assessment, and cognitive ability to present data in sets that are useful to a neural network.
In “Shellycoat”, I developed the main movement patterns and input revolving around wallruns, slides, and dashes, as well as the architecture and user experience for respawn points, level selection, settings, and more.
For the mb21-award-winning game “Moko”, I designed the core game loop around an intuitive risk and reward mechanic, wrote the code for the player controller, designed a narrative, dabbled in procedural map generation, and finally painted some leafs.