Hi, I'm Robert, an aspiring game programmer and hobbyist 3D-artist & game designer. I study Informatics: Games Engineering at TUM so my focus is naturally on programming and engineering. I am, however, particularly interested in everything that combines the technical and artistic side of game development. Some of my favourite topics are Shader Programming, Character Animation & Movement, Visual Effects and Physical Simulation.
Bachelor's Thesis on Neural Network Driven Particle-based Fluid Simulation
Since October 2014 I have worked as a student tutor in various subjects (Introduction to Games Engineering, Game Engine Design, Social Gaming) and recently as a teaching assistant for Advanced Deep Learning for VFX and Game Physics. This has of course deepened my understanding of the subjects. More importantly, though, it gave me a lot of practice in quickly understanding unfamiliar code and debugging it.
Apart from video games and programming I enjoy cooking, listening to audio books, drawing, comedy as well as hanging out and chatting with friends. I also love travelling and getting to know new cultures (especially on a culinary level).
Scope: 1 semester practical course (around 4 months)
Primary Role: Game Design, Visuals (Design, Models, Textures, Animations, Particles, Effects, etc.)
Secondary Role: Co-Coding of various Game Systems, Team Coordination
The Twisting Town is a single player strategy game in which the player must make a small village survive and thrive by constructing buildings,
collecting and producing resources and defending against external invaders.
But there is a (literal) twist to it all. In normal games of this kind a building stays where it is placed. However, in The Twisting Town, everything is built on rings that can rotate around the town’s center.
The player will therefore have to develop strategies that don’t just consider resource management and worker task designation but also the shifting locations of all buildings.
The game was developed for a practical course at TUM in the winter term of 2018.
A Tiny Crisis in Space is a network-based third person coop shooter for 4 players. It was developed for a practical course at TUM in the winter term of 2017.
In it, players have to defend two control panels against waves of robotic enemies until time is up.
Since the theme of the course was 'Together' I tried to design the game's mechanics around different kinds of cooperation. Due to this, the astronauts in the game can merge into a jointly controlled, more powerful form. This way the players have to decide between combining their powers in one location or splitting up and coordinating to cover a larger area. The game's enemies were designed to further encourage switching between the forms - some can only be defeated when merged, while others require players to be in two different locations at the same time.
Sushi Slicer is a game jam project created for the SummerGameJam 2016 where it won 1st place.
It is a simple, arcadey game in which the player has to slice sushi ingredients in quick succession to increase their combo multiplier and aim for a highscrore.
Due to the theme of the game jam, Cliché, the game's style is tongue-in-cheek 'typically' japanese.
Note: Sushi Slicer is intended to be played with an Xbox 360 or Xbox One controller. There are keyboard controls but they are much worse since they were not fine-tuned.
Download (Windows build)
Scope: 48h game jam project
Role: Game Design / Concept, Player Controller Programming, Parallax Background
Switchmarine was created for and placed first in the SemesterGameJam Winter 2016.
In the game, 3 players control the same submarine yet compete with each other. Each player must attempt to collect the gems of their own color.
To do so there are three different tools: A hook, a gun and a propeller. Each tool has a way of collecting gems and influencing the submarine's movement.
In keeping with the game jam's theme, 'Cycle', who controls which tool is cycled at intervals.
Note: Switchmarine needs three players and controllers to be played.
Scope: Hobby project
Modular Alchemy is my most recent hobby project. It is intended to be a top-down action adventure game in the style of e.g. The Legend of Zelda: Minish Cap.
However I also wanted to focus on systemic design with this project, designing systems that can produce interesting interactions that don't have to be explicitly planned by the developer.
The idea is to utilize this in a potion brewing mechanic that does not require fixed recipes but instead dynamically creates potions with effects that influence the game's systems.
Though I haven't come too far yet there are currently an inventory system, a fire system and interactive grass.
Wobble Physics is a hobby project of mine where I tried to implement physically simulated mass spring systems in Unity 3D. As such I had to both configure the physical behaviour as well as calculate the deformation of the mesh. After getting this to a working state I decided to base a small game around it. However, this turned out to be more difficult than anticipated due to the inability to integrate the mass spring systems deeply in Unity's Physics Engine. As such I think it might be better to try this again in Unreal or a custom engine.
Scope: 48h game jam project
Role: Player Controller Programming, Character Art & Animation, some Enemy Programming and System Debugging
Vacuum Nightmare is a project created for the SemesterGameJam Sommer 2018.
The player assumes the role of a vacuum cleaner whose goal in life is to inhale as much dust as possible. However, in the haunted mansion it finds itself in, there are invisible ghosts
hunting it. Only when these ghosts move over dust do their footsteps reveal their location. As such the player has to find a balance between cleaning dust away (for points) and leaving enough so that they won't be caught unawares by a ghost.
Note: Vacuum Nightmare is best played with a controller.
The theme for the WinterSemesterGameJam 2015 was 'The Other Side'.
To incorporate this into gameplay, the competing players in 12 Days of Snacking behave in opposite ways. While the human character can move quickly in the light,
they are extremely slow in the shadows. The monster character, in contrast, is fast in unlit areas yet slow in bright ones. They also have opposing goals:
The monster must eat more than half the food in the level to win while the player's goal is to store more than half in the fridge.
12 Days of Snacking won second place at the game jam.
Note: 12 Days of Snacking requires two players.
Scope: 1/2 semester practical course
Role: Art, Kinect Gesture Recognition & Motion Mapping, parts of Rhythm System
Rhythm Hell is a project made for a practical course focusing on Kinect and real-time motion capture at TUM in the summer term of 2016. It is based on the Nintendo game Rhythm Heaven Fever but combines it with the full-body input of Microsoft's Kinect. We managed to make three different rhythm based mini games where the player has to use different gestures in rhythm with the music to win.
Scope: 5 Day practical course
Role: Art, Character Movement, parts of Game Design
In Sock Snatcher, a player with a VR-headset competes against another at a PC. The PC-player plays a little monster whose goal is to eat the socks scattered around the level. The monster is usually invisible but will become visible while eating a sock, as well as at intervals as a sort of heartbeat. If the VR-Player manages to see the monster and fix their gaze on it for a short while they defeat the monster.