During my internship at AnotherWorldVR, I worked on the VR experience “Kobold: Chapter 1”. My tasks were scripting new and additional features with UE-Blueprint, quality assurance, bug fixing, performance optimization and the retopology of scanned 3D objects. I also learned the workflow of photogrammetry.
During this 48-hour Global Game Jam at Daedalic Entertainment, it was my job to design the basic gameconcept and to code the movement, combat and some of the level scripts.
At the 30-hour Kolibri Game Jam, it was my job to code the UI and I also helped my fellow jammers with some GitHub support.
During this 48-hour online Game Jam hosted by Ubisoft, it was my job to to code the shoot mechanic, the movement and level scripts.
"Bread and Games" was my second pitched game. The core team consisted of 11 people and my tasks here were also to lead the team and manage the project. I wrote the design docs for player archetypes, enemies and mechanics. I designed the level and coded the scripts for it and also did the balancing between player and AI.
Lost Gold was a serious game and was developed in cooperation with a teaching institution for children with dyscalculia. We developed the game concept together and I coded the game afterwards. It was a lot of fun and a great experience to get real feedback from our cooperation partner.
The "Endstation" (End of the line) project was a physical Escape Room in a car. I was part of the design team that came up with the concept and was responsible for the technical implementation.
In this project I worked as a coder and implemented the ideas of the game designers and supported their vision of the game. I programmed the combat and dialogue system as well as some scripts in the level.
This was my first pitched project and got a team of six people together. My tasks were besides leading the team and try to manage the project (we used Scrum), I designed and programmed the game mechanics of the player and the enemys. It was my first time with Unity, C# and Scrum.
Glow was the first game I worked on. Here I designed puzzles and gained initial experience in 3ds-Max and Mudbox by creating some base-meshes for the environment. I also worked the first time with Unreal Blueprint.