VR Dancefloor
Year: 2020
Collaborators: Andrin Hess, Moritz Diepgen, Celina Benedikt
Programs Used: Unity, Blender, Photoshop, Indesign, Premiere Pro, After Effects
Supervision: Prof. Jo Wickert
In the semester project Digital Fitness, one task was to solve a problem related to digital media every week and thereby build resilience to problems in the digital medium. One of these tasks was to design, create and programme a VR dancefloor for the Oculus Quest that would encourage people to dance along. In a team of three, we designed a futuristic dance floor populated with various animated robots. I was mainly responsible for the level design, modelling, texturing and animation of the robots and the dance floor. In various iterations, the user could dictate the movements of the robots by moving his head. If the user moved their arms to the beat, they filled up a beat-o-meter. When the meter was filled, the walls began to vibrate in a voxel pattern. This encouraged the user to make the party guests dance by moving their head and to make the walls vibrate by moving their arms.

The Greebles' Curse
Year: 2024
Collaborators: Kathleen Boren (Art), Ryan Brand (Programming), Nathalie Coulam (Art), Dominic Hartmann (Leveldesign), Andrin Hess (Art), Simon Emanuel Joss (Music/Sound), Nicola Kistler (Programming)
Programs Used: Photoshop, Blender, Unity
Together with six friends, I participated in the GameOff 2024, a Game Jam hosted by Github on Itch with the theme ‘Secret’. In a kickoff meeting we soon decided on a game where you have to fend off Greebles, little monsters that are undetectable to humans but visible to cats. Our concept combined light humour with a Lovracftian atmosphere to create the small survival puzzler: The Greebles' Curse
Players take on the role of a cat, defending the Victorian/Lovecraftian house of a taxidermist from the greebles and trying to destroy their Queen through a banishment ritual. I was responsible for designing, modelling and animating the greebles and their Queen. I also created furniture and props for the kitchen and other rooms and made custom visual effects.
Vaccinator 19
Year: 2020
Collaborators: Andrin Hess
Programs Used: Photoshop, Blender, Premiere Pro, After Effects
Supervision: Prof. Jo Wickert
As part of the semester project Play. Create. Learn. Play, we were asked to 'steal' a simple p5-based web game from the website www.openprocessing.org and enrich it with our own designs and ideas. Based on the game The Horde, I created various sprites and background images and transformed the game into a humorous "zombie shooter" in which the player has to heal the infected NPCs and fight off corona viruses with a vaccination gun. I modelled the vaccination gun and its ammunition in Blender and then rendered suitable sprites for the game. I put the remaining elements together in Photoshop and finally assembled all the individual parts in Processing.
Fly and Dodge Game
Year: 2019
Collaborators: Andrin Hess
Programs Used: Unity, Cinema 4D, Blender, Premiere Pro, After Effects
After my first experiences with Costancia and game design in Unity, I tried my hand at my own little game in my spare time. I mainly followed a tutorial by the YouTuber and game designer Brackeys. I created a fly and dodge game in which the players have to avoid various moving obstacles. After the basic framework was completed, I created a simple airplane and three atmospheric levels. I filled in the three levels with rotating turbines, swinging hammers, ramps, and tunnels and fine-tuned the particle systems for the environment and the aircraft's propulsion. Finally, I optimized the movement and control of the vehicle and made it possible for the aircraft to lean slightly in the direction in which the players are steering, which greatly enhanced the gaming experience.