Virtual Reality project for Radio Teddy. Users get to experience a tour through the Radio Teddy building and watch the rooms and moderators in 360° VR videos. The user starts off in a colorful 3D Toon world and has some time to marvel the VR landscape. Afterwards the user is invited by Teddy and his friend Paulchen to join them for a tour through Radio Teddy. Hoping in the elevator, the user drives to 4 different floors and gets to watch the videos. In the videos he gets to overview the accommodation and the process of broadcasting a radio channel. The game is optimized for Oculus Go and was developed with Unity3D.
After testing our Beta on our focus group (kids) for the first time, we came to the conclusion that we are failing to hold their attention span for the full experience, especially during the Videos, as they are around 40seconds each. So currently we are working on a design, that includes a Minigame, shorter videos and a real voice for Teddy instead of speech bubbles.
Reskin of the Fortune Wheel for Radio Teddy and BB Radio. The game is used at promotional live events and players can win prizes on site. Set up on a display stand, the game is controlled with a big red buzzer button. Additionally, the game is optimized to run on a small office PC.
Radio Teddy Fortune Wheel Game
For the Radio Teddy version most of the scene is in 2D. I drew the scene in Adobe Photoshop (except the curtain is a stock image), as i had more control over the viewpoint perspective doing so. Saving the drawings in different layers, I added the 3D Model of Teddy and 3D Toy Models to the Unity3D scene. When the player wins a prize, Teddy celebrates with a dance animation, and greets the next player with a hand wave.
BB Radio Fortune Wheel Game
BB Radio requested their own graphics in the background. To make the background less static, I extracted some details out of the picture and animated them with Unity3D. For the Fortune Wheel I added a glowing light effect to the outer rim and inner wheel, which reacts depending on the fortune wheels game status.
A funny Meme game named Toiletpaperman. With budgets being cut due to Corona, we started working on a small game named Coronaman: Toilet Paper Battle. The plan was to publish it for Android on the Google Play Store and monetize it with Unity ads.
After testing around with gyroscopic and swipe controls, we came up with a working Beta after 3 weeks and uploaded it to Google Play. Waiting several days to get reviewed by Google, the game was declined and I received a strike on my Google Account. The support gave us no real explanation for the denial except a link to the Google Upload rules. Therefore, I contacted the support and asked for the exact reason. The reply was another link to the same upload rules I received in the first place after being declined. Doing our own research, we found out Google Play and Apple Store currently reject all Corona related Apps if they are not made by an official government or organization like WHO. This rule was put in place to ensure that no misinformation gets spread over the pandemic.
After that we rebranded our game to „Toiletpaper Man“ and contacted the Google Support again. Asking if the game would be accepted if we remove all Corona references, we got an unsatisfying response. The support stated that no info can be given and we just have to upload our game again, risking another account strike. As you are not allowed to open another Google Play Account if yours gets banned, and strikes being permanent, we ditched the idea of releasing to Google Play Store. Demoralized, we finished the failed project by uploading an unoptimized WebGL version to Kongregate.
Lesson learned to do research before starting to work on a project…
My longest running project, WOTI VI: Fury Mania. War of the Immortals is real world fantasy mod for the wrestling booker simulation game Total Extreme Wrestling 2020. I took over this Mod in 2010 and worked constantly on it ever since. My research led me to scouting hundreds of available wrestling pages from the past (archive.org) and present in several languages. I made over 20000 pictures to accompany the mod and created a database with almost 5000 real wrestlers, including biographies, personal relationships, individual skill sets and a bunch of narratives to give the game world a more authentic feeling.
The mod can be downloaded at TEWDB.
War of the Immortals itself combines different wrestling eras and puts wrestlings alltime greats in their prime. If you ever wanted to book legends like Bruno Sammartino vs. Roman Reigns, Hogan vs. El Santo or The Rockers vs. The Young Bucks this is the go to mod. Every imaginable dream match is possible! Additionally the mod features 78 active real life wrestling companies, 2500 tag teams, 600 titles and 6000 wrestler realationships. From the good old „Rasslin“ days till the modern „New Age“, Lucha wrestling in Mexico, pureruso in Japan, strong style in the UK, everything is reperesented appropriately. Fans of every existing wrestling era will get their money’s worth!
But let´s be honest, since Wrestling always has been a passion of mine, I use this mod as an excuse to watch wrestling and do extensive research on it😆
A10 Center was planning a promotional event at their shopping center. They wanted to include a fortune wheel, were visitors can win prices, coupons and even a 2 day holiday trip. With a tight deadline, i bought a fortune wheel from the Unity Asset Store and modified it so the client has a backend, in which he can select the participating firms and included rewards for the prize pool (in case they run out of certain prizes). The rewards get randomly selected from the prize pool depending on the winning field after spinning.
Radio Teddy Endless Runner is an promotional App for Radio Teddy live events. The game is aimed at small kids and is controlled with a dance mat. The player must navigate Teddy around a series of obstacles or jump across them and collect notes for points.
For the first time I completed the pipeline of modelling, pelting, texturing, rigging and animating a 3D character in form of Teddy. I made the level with Unity Terrain and programmed everything. Additionally, I produced other assets like the white and radio house model, drew 2D textures for the Skybox, lend my voice for the sound effects Teddy makes and made particle effects. The starting screen background, the music and assets from the Asset Store like foliage, decoration, butterflies and bunnies are not made by me.
Augmented Reality prototype done with Unity3D and the plugin Vuforia. At starting point I had a distorted photo of a real soccer wall that FuPa uses to promote their website at events. I restored the texture from the photo and applied it to a 3D Model soccer wall. The goal looks bad, but was made pretty fast out of some scaled cubes and Unity cloth with a transparent net texture applied, which served my purpose as the cloth moves if a ball hits the net. Kicking the ball was made with a slightly modified trajectory script from Unity Asset Store. The goalkeeper is a 2D sprite as this was a low budget prototype and there was no money/time for hiring an artist or modelling a goalie.
Rocket Fight is a fast paced online multiplayer game with focus on player versus player battles. Control a bazooka armed character and make your opponents life a living hell by knocking them off the map with precise shots. Use the battle arenas environment, power ups and your skills to achieve glorious victory.
In our second semester project my tasks involved designing the game and product management. I was responsibly for developing and evaluating the core of the game, level design, design documentation and basic interface design. Also I composed and updated our Scrum Product Backlog.
This is a level design that I came up with after we had a little trouble finding a common vision for the level. A lot of it didn´t make it into the game, but it gave us a good foundation to discuss and evaluate.
While our first semester project started in complete chaos this time it was the opposite, this time we wanted it to do it right. Early on, we developed a clear vision, made technical prototypes, did sketches to find our art style and set up design/product management documents all under the careful control of agile project management.
In the beginning of production we had a little struggle merging the work of the different departments into one playable project. But after more open communication between the different departments we overcame this first roadblock. Our quick progress gave us the opportunity to evaluate certain parts of the game several times and even add new features that where necessary to ensure a fun game while cutting others that weren´t. Our second game is far from perfect but we managed to produce a game experience that actually is entertaining for a short period of time.