The MOMEM in Frankfurt is the first ever museum of modern electronic music. Besides various artworks and musical experiences, it offers multiple VR goggles to experience different sections of Sven Väths life, one of Germany's most successful DJs ever. These VR stations were completely developed from scratch by me on the basis of the Meta Quest 2 and offer a collection of video clips of the life of Sven Väth inside an interactive virtual environment.
Technical challenges of this job included the implementation of the Oculus SDK in Unity, setting up the Quest 2 in kiosk mode without being able to use the supplied Quest for business services (as these were at the time being not supported due to the change from Facebook to meta) and improving the tracking of the goggles in dark environments with the help of infrared lighting.
In the end, these goggles were an absolute highlight at the MOMEM and complemented every visitor's experience by supplying a level of interaction many of them haven't seen before.
Made with: Unity, Visual Studio, C#, Oculus SDK, Manage XR
The German stock exchange has just opened its brand-new visitor center! I joined this project near its end and was responsible for shipping and finishing the various applications there.
Touch Wall
The visitor center features a gigantic touch wall, made of three 85" TV's and a custom-made infrared input module. My task here was finishing the application by doing various bug fixes and setting it up on site.
Made with: C#, UWP, Visual Studio
Wer wird Aktionär?
"Wer wird Aktionär" is an interactive multiplayer quiz game. Here, I took over the responsibility of this game mid-development. I finished the multiplayer side of code, have done a full rework on UI and player management and shipped and installed the application on the pc's on site.
Made with: Unity, C#, Visual Studio
For both of these projects, I offered technical support for the time being.
Visiting one of Frankfurt darkest chapters, the exhibition "Adlerwerke" seeks to remember those, who suffered the most during the time of Nazism in Germany.
With a gigantic 85" touch table, you can navigate through a map of Frankfurt and see the different places and locations where important events happened during that time.
My task was to develop the existing prototype for a touch table application into the final product that can be seen there today. As I was the only developer on this project, I was in charge of development as well as shipping the product and the technical support afterwards.
The application features a live update system connected to the geodatabase system Frankfurt that automaicly checks for changes.
Made with: Unity, Visual Studio, C#
The Art of Blade was the title of one of the largest projects I've worked on so far. It was developed as a two semester project. The focus of the game is on souls-like intense melee combat with a complete character level- and equipment system. It offers many different types of weapons and armors that each affect gameplay with different animations, stats and movement speed. The final game has 3 unique and handcrafted environments with a boss at the end of each level.
My responsibilities during this project were to be the teams leader and ensure that development runs smoothly, without problems and in time. Besides that I created everything player related, meaning that the inventory and equipment system, the leveling system and the player controller itself (movement, animations, hit detection) was solely written by me. Other tasks during this project that fell in my area of responsibility involved smaller tasks like scene management, the save system and the implementation of sounds and music using FMOD.
The project has been featured in the SAE student reel as one of the semesters best projects (58:30).
Made with: Unity, Visual Studio, C#
The Realtime Architecture Visualization Application was developed by me as part of my bachelors degree.
This application´s main goal was to prove that architectural visualisation can be done real time, user friendly and without the need of using complex and expensive third party plugins. The final application features import functions for custom textures and materials, a set of predefined furniture to decorate the users model and the possibility to load any 3D model in a wavefront format and customize it with predefined or imported materials to the users preference.
Made with: Unity, Visual Studio, C#
Run it Down was the first major game developed during my time studding at the SAE institute. Run it Down is a classical tower defense game with 3 different maps and multiple enemy types and towers. It has been exhibited on the "gamescom" in Cologne 2019 as one of the semesters best students projects. My part in development was the creation of the attacking enemies including implementing their complete AI, their animations and equipment as well as a spawning system with different waves that gets more and more difficult over time.
Made with: Unity, Visual Studio, C#
"Save the Hambacher Forest" was my first project at the SAE. The idea behind the game was motivated by the clearing of the forest of Hambach, Germany, for the mining of coal. The game features a small map and controls from the top down perspective, where the player controls a figure that has to defend a big tree in the middle of the map of waves of enemies spawning from around the map.
Made with: Unity, Visual Studio, C#
UBTDM or "Ultra Brutal Topdwon Massacre" was the first online multiplayer game I've ever worked on. It was controlled from the top down perspective and featured multiple guns on a map that spawned enemies randomly and had to be cleared together with a second player.
Made with: Unity, Visual Studio, C#, Photon
"2D Sidescroller" was one of the smaller projects I've realized during my free time. The game features an endless generation of platforms that the player has to jump on to survive. The game was developed for Android.
Made with: Unity, Visual Studio, C#
Based on Direct X 11 I've built a small render pipeline that supports the displaying of multiple objects with different shaders.
The pipeline also supports the use of multiple pixel lights.
Made with: DirectX 11, Visual Studio, C++
Experimenting with perlin noise and Unitys terrain system I've came up with a procedural generator that is capable of creating a perlin based height map, apply it to a terrain, texture it an place objects like rocks, trees and buildings on it.
Made with: Unity, Visual Studio, C#
As an exam at the SAE I've built a custom physics system in Unity capable of using multiple box, sphere and custom colliders.
Made with: Unity, Visual Studio, C#