System Design

  • Plastic

    This game about circular economy and the recycling of plastic went through rapid pototyping within days. A pace I was committed to keeping up until we found a working system design to expand on.

    Plastic
  • Monochroma

    For Monochroma, I blocked out a city to vandalize and do freerunning in and implemented an elegant interaction pattern that seamlessly combines various inputs.

    Monochroma
  • Hypnagogia

    In this game jam, I was pivotal in streamlining our process and scope, allowing for a finished and confined game, that simulates strains of thought in the inbetween state of falling asleep. The goal is to find emotionally relevant thoughts and resolve them to get a good night’s sleep.

    Hypnagogia
  • Overbloom

    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.

    Overbloom
  • Obscrete

    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.

    Obscrete
  • Chromatic Shift

    In this level design project, I focussed on a steady and managable learning curve, introducing increasingly complex mechanics and levels over time.

    Chromatic Shift
  • SorcerAI

    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.

    SorcerAI
  • Shellycoat

    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.

    Shellycoat
  • Moko

    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.

    Moko