Blog Archives

Rubens Puppets

  Ruben’s Puppets combines Real Time Strategy elements with Third Person Action gameplay. Players can traverse, interact and gather within a large scale conflict that is played out by two opposing puppet factions. Your goal is to fend off the

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GOLDRUSHERS

  A Goldrush themed local multiplayer brawler for PC and Mac. Created in collboration with John Billingsley Play as two competing prospectors trying to fill your safes with precious gold nuggets or other items of value. Whether it’s in the

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Goal Oriented AI

I am currently researching Goal Oriented Action Planning as a way to build AI that’s capable of relatively emergent behavior. Based on the world and objects around it, the AI decides the best strategy to fulfill its’ goal (in this

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Virtual Reality Flight Simulator

Due to the lack of Virtual Reality Flight Simulators, I started experimented with building one. I think that Virtual Reality offers itself perfectly for making a flight simulation project, as the effects of gravity are turned on its’ head when

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Arduino + Android + Google Cardboard

The development of this prototype spanned over the course of several weeks. The goal was to make a Virtual Reality game that connects to a custom made physical controller. Step 1 – Connection between Arduino & Unity Android app This

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Real-time mesh deformation along splines – Unreal Engine 4

I am currently exploring working with splines and spline-meshes in Unreal Engine 4. They enable a level designer to sketch out advanced level designs in real-time, in the editor without ever touching 3D software. I was able to create this

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Beyond The Door – Diplom

„Beyond the door“ is an interactive installation with a large format projection and the Kinect – interface. The visitors to the exhibition are tracked by the Kinect and are represented as avatars in a virtual environment. Through physical movement and

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RubenPlaytest

https://goo.gl/forms/80tFTlDpr1BgpXiQ2

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Stealy-Steal – a local multiplayer prototype in a Low Poly style

I’m excited to try out new techniques with 3ds max and Unity to achieve a lowpoly style. Local multiplayer.

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Pinnochio – 3D model from scratch to animated character in Unity 3D

I am currently focusing on improving my 3D modeling skills. I started from absolute scratch and created a Pinnochio model from a reference image. The goal is to model, UVW map, rig and ultimately animate the character. Every beginning is

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R. Mutt in Unreal Engine

My interpretation of Marcel Duchamp’s fountain and famous signature “R.Mutt”

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Prince Ludwig’s Adventure

Prince Ludwig’s adventure is an exploration of Low-Poly Aesthetics and the third person adventure genre. You are put in the shoes of a young prince in charge of collecting enough coin to support the local economy.   Try it here!

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Cavemen – three types of upgrades

Strategize further by assigning one of three “signs” above a cave. Each cave changes the behavior of the inhabitants. There are now two resource types – stone and wood. Every time a new cave-person is born, they will choose a

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Film noir style with Unreal Engine’s matinee

This short scene was made using Unreal Engine’s matinee editor and Assets from Mixamo and cgtrader.com. I was looking to recreate a film noir style – landscape.

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Cavemen experience – movement, obedience factor, multiple caves

One of the mechanics I introduced to this game was the “obedience” factor. If your population of cavemen reaches a certain unhappyness, they will challenge your choices.

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Cavemen experience – new iteration

In the past week I worked on iterating over the core mechanics of the game. The players can unlock new caves after they reach a certain population of people. I also allowed for better debugging in the editor by adding

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Golden Days – Experience in Unreal 4

I worked on an experience that leads through the golden days of Los Angeles. You drive this eagle car.    

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Custom Controller Version 0.2

I continued working on getting the hardware into a compact prototype. Using hot glue and wooden sticks, I created a skeleton that will hold the portable controller. Two new buttons make the controller more versatile, so it’s possible to introduce

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Cavemen Experience – Google Cardboard

After the proof of concept and initial ideas of theme and core mechanic of the game last week, I moved on to getting the hardware into a compact prototype. Using hot glue and wooden stick, I created a simple cube

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A Walk at Dusk

The Challenge: The typical museum visitor looks at a single work of art for less than 30 seconds. Utilizing a specific work of art on display at the Getty Center, create a playful experience that helps the player discover something

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Google Cardboard + Wireless Microcontroller

For this experiment I tried making a useful application for the bluetooth module that connects with Unity on the Google Cardboard. You can control the time of day in a prehistoric environment with a physical interface (potentiometer). When you make

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Untitled Walking Simulator

‘Untitled Walking Simulator’ is a look at our everyday experience as humans. Combining surreal and metaphoric imagery that asks “What does ‘ritual’ entail?” the contrast between levels invites the player to enter independent yet linked environments. It is ultimately up

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Petit Oiseau

The goals of this game were to allow the player to explore an intriguing environment that they change through direct and indirect choices and interactions. Conveying a narrative while giving the player agency was the challenge. This project was developed

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Coyote

A boardgame about smuggling people from South of the Border to the “Safehouse”. Players become smugglers and help their “Braceros” to cross the border. A risky endeavour – death and the borderpatrol are omnipresent.

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Krieg & Liebe

A game about a soldier during World War 2. Realizing an experience with a navigable spatial structure: A geographic space that the viewer can explore by navigating in different directions. The path that the viewer takes in this space should

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Reflektion

A film with a non-linear structure. Exploration of the possibilities of multiple interwoven story-threads. A rotary phone, which also appears on screen, is used as an input artifact.  

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Ruben – Performance System

The system that makes “Ruben” run smoothly and with good performance. Complex objects are being replaced with simple cubes, based on the distance to the player.

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Ruben – Buy System

The shop dialogue allows the player to buy useful objects like cars and planes, weapons or magnets.

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Artificial Intelligence – Navigation in Unity

Navigation of enemies in a test environment. Their attack range is set by the weapon type that is put in their hands. Two types: Melee (Swords, Clubs), Ranges (Bows, Guns) NavMeshes from vimeo on Vimeo.

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Walkcycle Tests with Unitys Mecanim

In this video, I display the enemy walk system of the project I am currently working on. The Animation Speed and Footstep Sounds are controlled via Script. Enemy/Player Scripts work similarly.

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