Projects

Below you will find several game or game-related projects I have worked on in the past. From each project I participate in, I try to learn as much as possible. This is the place where I write down some lines for you and me to reflect on. You can also go back of course.

Spherical Illuminance Composition
10/2014 - 04/2015
C++ / DX

Eye candy

Reading matter

All the details are given in my 2015 Master's thesis.

Description

Spherical Illuminance Composition is a technique for real-time diffuse global illumination. Similar to radiosity, it relies on precomputed visibility, but is enhanced to support normal mapping, dynamic objects receiving indirect light and low computational cost.

If you are interested in Spherical Illuminance Composition, please check back. This section is still under construction.

Fluidium
06/2014 - 07/2014
C# / DX

Description

Tweakable 2D fluid simulation based on this paper from NVidia's GPU Gems.

Development

Developed as a student project for the course GPU Programming. Most of the magic is done in HLSL shaders. We used C# with SharpDX, which nicely handles the usual DirectX boilerplate for you.

Credits: Kudos go to Florian Uhde for awesome code.

If you are interested in Fluidium, please check back. This section is still under construction.

Heureka
05/2014
Unity

Hands-on!

You can play Heureka for free on GameJolt!

Description

It was a day like any other in a small village shop, just south of somewhere, about noon, when people had better things to do than to marvel at this and that in an old store... In this adorable moody Point-And-Click Adventure, you play a small, unthought idea on the journey to become a brighter spark of creativity.

Heureka was developed at the AcaGameJam in May 2014 in 48 hours. The goal was to create a ‘vertical slice’ in full quality at the expense of total playing time. We used Unity 4 with C#. The team consisted of two coders (myself included), two 2D artists and a game designer.

Credits: I shared coding work with Florian Uhde. The graphics were created by Christian Bode and Marvin Skott. Game design and writing was done by Lauritz Jilge.

Lessons learned

TurboZonk
11/2013 - ongoing
C#

Hands-on!

You can download TurboZonk for free on GameJolt!

Description

“The end is nigh!”, they said, and they were right: nearly all of mankind is infected and the earth is roamed by hungry, brain-eating Zonks. You are one of the few survivors, and of course you want to make sure it stays that way. Call your friends, ask them over and survive together, armed with one of over 35 more or less deadly items!

Development

TurboZonk was started at the AcaGameJam in November 2013 using C# and SFML.Net. The team consisted of four coders (myself included), a 2D artist and a composer. In January 2014, we started working on the game again with the original artist and three of the four coders. Version 1.0 was released on May 6th, 2014. TurboZonk is still in active development.

Credits: My fellow coders are Florian Uhde and Christian Fellner. The graphics are created by Chris Ewe.

Lessons learned

Scarlet Gamma
11/2013 - 03/2013
C++

Description

Many RPGs adapt the rules of the Pen&Paper classics, but few think the idea of unlimited freedom for the players through to the end. Scarlet Gamma is the digital era corollary to the d20 System: take the role of the Dungeon Master or join your friends in the adventure and play Pen&Paper as you love it, anywhere!

Development

“Is it possible to develop a digital multiplayer RPG on PC in which a Dungeon Master, while playing, extends the rules so that the creative freedom of the players is not restricted?” This was the driving question behind Scarlet Gamma, developed throughout the Master's course Advanced Game Development at OvGU. The team, myself included, consisted of three coders with interest in Pen&Paper role-playing. We implemented the game in C++ using SFML for input, graphics and networking. We kept the graphics very simple so that players keep using their imagination and Dungeon Masters can easily reuse or add new graphics.

To answer said question, we essentially created a 2D RPG sandbox which can be joined by multiple players via network. The Dungeon Master, who is also the host, has a special view that allows him to build maps and edit objects. Because everything in the game world (from grass floors to boss monsters) is nothing more than a collection of properties, the Dungeon Master has next to complete freedom in building new objects. Only a handful d20 rules were implemented (combat basics, character attributes etc.) for the players' convenience. Every additional rule can be put into practice using Free text actions or arbitrary dice rolls.

Credits: Scarlet Gamma was developed by Johannes Jendersie, Florian Uhde and myself. Kudos to you for working hard and bringing the project to a good conclusion!

Lessons learned

Queen Of Hearts
04/2013 - 07/2013
UDK


Description

The Queen awakes in the highest tower of her abandoned castle. Without any memory of her past, she ventures down and faces the horrors of the dark curse that lies upon the ancient walls. A candle is the only light in the black, and the only weapon against the unholy creatures. But beware - the candle is relentlessly burning down, and when it goes out, you will be all alone in the darkness.

Development

Queen Of Hearts was developed in the Game Engine Architecture course at OvGU using the Unreal Development Kit. The team consisted of five Computer Science students. I mostly did visual scripting using Kismet, some UnrealScript and, because the team's structure demanded it, most of the 3D modeling (which was not too much, thanks to the meshes that come with UDK).

If you are interested in Queen Of Hearts, please check back. This section is still under construction.

War-Torn Lands
10/2013 - 05/2014
C#

Description

The lands have been ravaged by a war between two kingdoms. The war is over now... But can you remember which side was victorious? Take the role of the traveler of worlds, who has forgotten her past and her name, but knows her fate: heal the wounds of the world and make its people forget the war.

Development

During the course of the GameDev Workgroup at OvGU, we set out with a party of seven to develop a tile-based 2D Action Adventure using C# and Microsoft XNA. The project started in October 2012, and some team members came and went. Originally planned for 12 months, this project came to an untimely end in May 2013. As far as I can see there are a couple of reasons for this, detailed below.

Lessons learned

Miscellaneous

Description

This section contains everything that is not directly connected to a specific game project, but still has something to do with game development - tutorials, articles and random thoughts.

Tutorials