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Work Process
Before approaching a new problem, I break it down into smaller chunks. Afterwards, I discuss my ideas with my colleagues to get feedback for further iteration.
Concepts and Documentation
To develop concepts and then present them to my team, I use flowcharts and dependency-diagrams.
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Concept Mock-ups
I use Adobe Illustrator, Inkscape, and Google Tables to create visual mock-ups to better convey my ideas.
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Maze Slaughter
Project Information
ABOUT:
Maze Slaughter is a first-person roguelike shooter, inspired by the Doom-series.
TIME ON THE PROJECT: 10 months (2019-2020)
STUDIO: Giant Gun Games
TEAM SIZE: 14
TECHNOLOGY: Unreal Engine 4
RESPONSIBILITIES:
- Developing player profiles and defining a core target group
- Researching and designing new features
- Preparing pitches to present to potential publishers
Defining the Core
Before creating game design concepts, in this case a basis needed to be created to inform these decisions. I translated my ideas about the game into accessible graphics to present to the team.
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Simplification and Presentation
After completing research tasks, I break down my findings in an accessible manner and then present solutions on that basis.
Achievements and Results
- Maze Slaughter was presented at Quo Vadis, 2019, in Berlin
- Maze Slaughter is still in development
Eagles vs Rattlers
Project Information
ABOUT:
Eagles vs Rattlers is a research game used to measure intergroup empathy bias in players. It was based on existing research designs, but gameplay features were added to examine the phenomenon in a gaming context.
DURATION: 4 months (2020-2019)
TEAM SIZE: 1
TECHNOLOGY: Unreal Engine 4
RESPONSIBILITIES:
- Translating a research set-up into game mechanics
- Adapting an existing research design into Unreal Engine
- Scripting logic with Unreal 4’s blueprints
- Asset creation using Adobe Illustrator
Logic and Blueprints
To implement the gameplay logic, as well as everything required to generate, track, and measure data, I utilized Unreal’s blueprints in this project.
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Prototyping
To allow for easy iteration, I prototype important gameplay systems. For example, I utilize a pen & paper prototype to quickly identify design flaws and change the gameloop accordingly. Usually only after having examined my concepts through these inexpensive means, i begin translating them into the engine.
Custom Assets
To illustrate the game I used both preexisting, as well as custom made assets. To create visuals (like those shown below), I utilized Adobe Illustrator and then relied on Unreal materials to give them the right color and properties.
The Blue Father
Project Information
ABOUT:
The Blue Father is a narrative-driven mod prototype created with CD Projekt RED’s REDkit for The Witcher 2: Assassins of Kings.
TIME ON THE PROJECT: 4 months (2017-2018)
TEAM SIZE: 1
TECHNOLOGY: REDkit (Modding tool for The Witcher 2: Assassins of Kings; Maya 2018)
RESPONSIBILITIES:
- Creation of a narrative outline for story, characters and dialogues
- Scripting logic and events
- Staging scenes, dialogues and character interactions
- Creating prototypical visuals to make a front to back walkthrough possible
Conception/Ideation
Before investing time and resources into executing concepts in the engine, I take notes about my characters, world, and themes on paper.
For narrative tasks, I plan the different beats of my story and what spatial context to put them in beforehand.
Planning Characters and Story
After having developed my ideas sufficiently on paper, I create diagrams to get an overview of my story. On this basis, I design more complicated systems, like a way to pace my story-beats.
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