Blog Archives

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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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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Custom Made Procedural Level Design Tool – 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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R. Mutt in Unreal Engine

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

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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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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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Arduino – Android phone via bluetooth

I worked on connecting an android phone to an arduino wirelessly. It was successful and the plan is to now combine google cardboard with physical objects on a table. Through the camera in the phone you are able to see

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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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Collector Game – Prototype

A 6 minute gameplay video of the current version of my from-scratch game prototype. Collector 9Feber from vimeo on Vimeo.

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Beyond The Door – 2014

„Beyond the door“ is an interactive installation with a “Kinect” interface. „It is possible that each of my films where crime is represented is a virtual murder for me. If so, I’m happy to practice a profession through which all

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Gingerbread Concept

Simple – beautiful – abstract. You play a gingerbread figure and have to collect crops in order to keep the sun up. Custom animations Custom Models Custom Scripting From Scratch with Unity Game Engine.

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Character Animation – Game Engine

Charakter Import von 3ds Max nach Unity.

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Beyond the door @ Open House 2013

„Beyond the door“ ist eine interaktive Installation mit Projektion und Kinect – Interface. Ein dreidimensionaler Raum wird mithilfe einer Spiele-Engine begehbar gemacht. Durch Gesten und Körperbewegung kann der User einen schematisierten Avatar steuern. Als Inspiration für diese Arbeit steht ein

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Currently working on…

“Gradually, and at times reluctantly, I have come to the conclusion that every human mind harbors a latent compulsion to murder.” He goes on to state: “I have tried to approach the murderer imaginatively to show him as a human

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Custom Vehicle Test in Cryengine 3

Getestet in der von mir kreierten Map “Woodside”. In Zukunft wird das einfache Modell durch ein Vintage Auto ersetzt werden. Der Spieler wird mir dem Fahrzeug diesen Bereich erkunden können.

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Ausstellung “Continuous Flow”

  Am 22. Dezember wird meine Arbeit “Transformation Gas” im Zuge dieser Ausstellung gezeigt werden.

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Savoy Ballroom

Eingangsbereich, Simple Geometrie, texturiert (http://de.wikipedia.org/wiki/Savoy_Ballroom),

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Kugelstudie in Cryengine 3

Ein simpler Flowgraph in der Cryengine; Jede Sekunde wird eine Kugel gespawnt, an der Position einer Urkugel (+1 Meter Höhe). Somit lässt sich der Weg den die Kugel am Boden zurücklegt am Himmel beobachten, der Code wird visualisiert.

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