Game Design / Sound Design / Animation / 3D Art
William’s parents were famous explorers. But when he was still a small child they got lost on one of their adventures. All they left him is a box full of postcards. In his imagination William traces his parent’s last flight through all the wonderful places the postcards are showing.
Leonie Wolf: Art & Concept
Jonas Delleske: Game Design, Programming
PC/Mac Game / Java
Game Design / Sound Design / Game Concept
Pangea is a socio-political simulator that uses statistics to emulate scenarious of extreme poverty and injustice as well as scenarios were the player create fair decisions which by defult end up in a positive outcome for the diferent territories.
We created a world in peace and then give the player the oportunity to manipulate this balance by taking decisions that affected the economic flow of the diferent territories.
Simon Herfert: Programming, Game Design & Concept
Pegah Amirahmadi: Concept Art, Animation & Game Design
Janna Zimmer: Concept Art, Final Art & Animation
Sound Design / Music Composition / Voice Recording & Acting
Interactive narrative experience in form of a game. You are a truck driver in charge of delivering packages in Astoria. One day you are responsible of a big tragedy which destroys your life and turns your destiny around.
György Droste: Game Design, Concept & 3D Art
Bálint Márk: Game Design & Programing
3D Art / Game Design / Sound Design / Game Concept
Blink is a game that uses alternative controllers that identify the blinking movement of the player as main input. It also uses brain activity to feed the game with variables that modify the speed of gameplay and procedurally generate the level.
Utz Stauder: Game Design & Programing
Conrad Hess: Game Design & 3D Assets
György Droste: 3D Art
Game Design / Sound Design / Animation
Hero of Xeric takes place on a desolated arid planet called Xeric where a human colony lives. Humas have not explored much of the planet they live on.
Their only hope to survive is to send Rangy (the main character) out into the desert to find new water.
As the game starts, Rangy finds himself in a valley in the desert. As he starts exploring the valley, some strange hostile creatures appear at the other side of the valley forcing Rangy to defend himself. Rangy has the ability to build towers out of his enemy’s corpses.
Game Design / Sound Design / Game Concept / Game Art & Animation
Monk is a fast moving action game for tablets. The objective is to catch as many fish as possible without being caught by the fishermen. The adventure takes place around "Pesce Island", where Monk's family has lived for generations in a constant dispute with the fishermen to control the supply of fish.
As the number of fish caught increases, the player starts to unlock different scenarios of increasing difficulty. In addition, the main character has the option of exchanging fish for different tools that can help him achieve better results in the different goals for each level.
Web Design / Programming
Personal page/portfolio for musician Carlos Ricaurte
Developed in HTML5 and CSS
Web Design / Animation / Programming
Personal web page/portfolio for drummer Alejandro Guiliani
Developed in HTML5 and CSS3
Web Page / Corporative Identity
Graphic Design / Web Design
The idea was to create a new platform to sell and buy graphic material of the highest quality in a artistic matter, treating the content as art.
Graphic Design / Video Editing
2D Animation / Video Editing
Musical animation mixing 2D animation techniques with Video editing tools. The assets were hand drawn
Graphic Design / Installation
Graphic Design / Sound Design
Part of the responsibilities as my Student Assistant Job is to generate graphic pieces for different event held in the cologne game lab. In 2015 the Clash of Realities and the NotGames Fest took place in the campus.
I created pieces for web implementation, printed posters and flyers, animation for presentations and merchandise.
For the NotGames Fest I was asked to do a sound installation that affected the sound design of the room by human interaction.