Other Works

Velocity
The Result of a 24-Hour Gamejam.
An Arcade-Racer inspired by genre-classics such as F-Zero with a big focus on speed and fun over everything else.
Made in a team of two with Robin Jörns using the Unreal 4 Engine.
The Game offers a finished track along with options to choose between several vehicles and even the possibility to play in a two-player splitscreen-mode using only one keyboard.

The First Village
The oldest piece of "Work" if it can be called that.
Something I originally created sometime during seventh or eigth grade as a hobby using the software "RPG Maker VX".
A classic starting village for a cliche fantasy RPG. Included were a simple tutorial, a quest to leave the village and a few side-objectives and quests to use what the player just learned. The village was designed to offer a good starting point for players.
It still is one of my first more serious works in Level Design and Programming.
The First Village
The oldest piece of "Work" if it can be called that.
Something I originally created sometime during seventh or eigth grade as a hobby using the software "RPG Maker VX".
A classic starting village for a cliche fantasy RPG. Included were a simple tutorial, a quest to leave the village and a few side-objectives and quests to use what the player just learned. The village was designed to offer a good starting point for players.
It still is one of my first more serious works in Level Design and Programming.

Keep Climbing
The Practical Part of my Bachelor's Thesis. With the Thesis itself being about Climbing- and Movement-Systems, I analysed the system found in "The Legend of Zelda: Breath of the Wild" and reverse-engineered it on a basic level to gain further insights. I also added a more common and basic system to compare it to and gain additional data that way.
DragonSky Animatic
A 2D Animatic made with Adobe After Effects. An older piece of work from my 2D art class during second term.
The original artwork ended up being a lot more work than I had anticipated, leaving me somewhat frustrated with it, but it ended up being unexectedly easy and fun using it as a basis and improving on it with After Effects.
The project was inspired and named after an older concept of mine, that I still work on whenever I find the time!

Star Frontier Collectors Edition
Another work from my 2D art classes back in my second term in university. We were tasked with designing the packaging for a non-existent game using Adobe Illustrator. Unlike Photoshop working with Illustrator proved to be very intuitive and simple, despite my focus on coding over art.
Once again the inspiration for this project came from a concept of mine that I still work on from time to time.

Space Alert Mission Generator
Something out of my third term.
A mission Generator for the game "Space Alert", completely written in C#.The Software generates random missions and outputs them. The randomization values are based on patterns and limits deduced from studying the missions in the original game. This way a certain balance and fairness are assured despite the randomness of newly created missions.