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.
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.
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.
During my work at Karma Games I learned valuable lessons about production, running a tightly-nit team, funding, manufacturing, playtesting, design processes of highly complex strategy games and even manageurial tasks such as interviewing and hiring.