In Hero's Path, instead of playing the hero, the player decides which obstacles the hero has to overcome. The Game will let the player develop the Hero and help him survive to slay different kind of monsters. This game is developed as a practise project to learn more about mobile development and various aspects such as particles, 2D animation and rigging and mobile specific settings.
Everything within this game is done by myself including 2D and 3D arts, programming and particles, which is why sounds might be added in a last development cycle.
Sprites which are used in the game.
Example of rigging and IK made for each sprite.
Screenshot of WIP version of ingame, taken in Editor.
Current layout of status and inventory menu as displayed ingame.
Example of Custom Editor for easy setup of Areas based on Arey-Type Enum.
The Team: Tina Plavius
Engine: Unity 3D
2020
Kuchen Tipper is a game to practise typing on a computer or mobile device. Different ingredients are to defeat to be able to make the perfect cake. The ingredients run towards the character, placed in the middle and can be defeated by writing the shown word correctly. If they reach the character, the game is lost. This game was made during a Gamejam at GREY. We were a team of three and got 48 hours until the presentation.
I was one of the games artist. My assigned task, after deciding on artstyle and game design, included character design, the end- screens as well as the cakes, which are shown depending on the score of the player.
The start-screen shown when entering the game.
The game itself, with the character in the middle and approaching ingredients.
Colored scetch of the character, designed as a cute sugar-witch.
All cakes which are able to show up at the end-screen if a cake is made.
Shown if a Cake was made and the player is able to start the next stage/ practise the next recipe.
The Team: Daniel Majonica, Isa Wartke, Tina Plavius
Engine: Unity 3D
2017
Hot Plates is a Sci-Fi management-singleplayer game where the player controls an emerging cook in their own space-kitchen. In the beginning the customers are scarce and there are just a few humans ordering ordinary meals, but with growing fame other races will become aware of the newly opened restaurant. With new races new challenges await the player: ingredients and dishes, unknown to humans, will become an essential part of the menu.
The game is avaliable on Steam with a Trailer. The game was developed during a five month internship at bluebox interactive with a team of four Game Design-students, including myself.
The tasks assigned to me were 2D arts, including all ingame icons and UI as well as character design and artworks needed for steam implementation as well as tradigcards, backgrounds and chaticons, 3D arts, including modeling and texturing all ingredients, meals and the player character, translation, sounddesign and QA.
The Hot Plates Logo.
Banner showing some of the ingame animals to decorate the steam description.
The rarest of the steam backgrounds, which can be obtaint by forging badges.
Full view on one of the steam tradingcards.
Some of the ingame icons.
Screenshot of the kitchenscene inside the game.
The Team: Robin Jörns, Max Tratnik, Daniel Majonica, Tina Plavius
Engine: Unity 3D
2016-2017
In Corsair Cannons the player can take part in epic naval battles to protect his country. The player commands his fleet and by winning battles and it is possible to upgrade the ships for even greater power. Corsair Cannon is a strategy-game for tablet-users of all ages.
This game was made during the fifth semester of my Game-Design degree course.
The design of game mechanics and the overall design was made by the whole team. My assignments included 2D art with UI, textures and concepts, as well as the games logo and splasharts, particels and a fitting ocean shader.
The menuscreen shown as the game is entered.
Shown during the loading time, before a match starts.
The player navigating the highlighted ship around an island to attack.
The player navigating one of his smaller ships to ram into one of the enemys.
Concept on ships coloring of different fractions.
Ingame UI elements.
The Team: Robin Jörns, Daniel Majonica, Tina Plavius
Engine: Unreal Engine 4
2016
Try to shoot the ball inside the basket using another ball. Try out the different strength of the cannon, experience the gravitation changes of the different planets and try to win the challenge with the different ball properties.
This physics-simulation was made as an games-technologie-assignment during th 5th semester. The focus was set on programming and programming physics yourself instead of using the physics provided by the engine.
Since there was a little time left before the due- date I decided to provide illustrations inside the simulation as well, so settings can be understood easier.
An image describing the simulation's mechanics.
Screenshot using jupiter's gravitation and bowlingballs with high cannon-strength.
Screenshot using the moon's gravitation and basketballs with medium cannon-strength.
Background shown when simulating erath's gravitation.
Engine: Unity 3D
2016
Dream-Dust-Protocol takes the player to a futuristic-society, where goods and human life got nearly worth at all. You are playing as a Gladiator, fighting through arenas amd streets to find the truth, since one thing is known: The technology, used in this world, can't possibly be working.
As a Top-Down-Science-Fiction-Shooter this Game offers an exciting story and a separated arena-mode, in which players prove themselves against each other or KI-enemies. Additionally the player can modify his weapons and decide which projectiles to use.
It was necessary do find a good flow, so everyone can work in the same style. My task included to support the other artists in their work and to design the maincharacter as well as other assets. Additionally I created the user Interface, made textures for several 3D models, prepared smaller plants and trees in models several textures and implemented the different elements. During the process I made a guide on how to create textures for Unity3D, for lesser experienced teammates. Together with a second programmer I did part of the programming. My task was the AI, showing smaller visual elements and the pickup-logic.
A part of the town in daytime's lighting.
Concepts made for the character and an maschine for later use by me.
UI elements, which can be seen in the game.
Modification-menu before entering the game.
City-Day-Scene, enterd when the game is started.
Arena battle scene.
The Team: Robin Jörns, Max Tratnik, Isa Wartke, Carina Thomiczny, Tina Plavius
Engine: Unity 3D
2016
Soulglitch carries the player to the year 2115. During that time humanity is threatened by their own created Bioroids, or is that just the truth they want us to believe?
Soulglitch is a top-down-turn-based-strategy game in cyberpunk design, where you can move your Team across a grid-based map. The Player can choose from different abilities and weapons to clear the missions. These Missions vary from protection, to elimination and infiltration. The style was chosen to fit the novels distopie, which this game is based on.
I designed a timetable, adjusted for each teammate and during the project and made sure that assetlists were always up-to-date. The story and initial gamedesign was created by the whole team, fitting to the given setting. The gamemechanics were reviewed with Robin Jörns, till the right balance was found. I did some character-designs, helped out texturing the models, did all programming, created the materials for each model, and build the level inside the engine.
The Team: Robin Jörns, Onur Keskin, Leen Samtmann
Engine: Unity 3D
2015
Sweet Dreams takes the player to a children's dreamworld, where he has to prevent the big war against the dreamwold, as a subordinate of the nightmare-world, to ensure the balance between those.
Sweet Dreams is a 2D platformer for PC, especially for children and young adults. The player travels as a sympathic nightmare-monster through a imaginative dreamworld. Through skillful use of his teeth he overcomes obstacles and defends himself against the horribly cute inhabitants of beautiful dreams, whose aim it is to destroy the nightmare-world.
The whole Team took part in creating the fundamental concept of the game, as well as in developing the mechanics and the worlds story. A necessary was to create the story based on Voglers "Hero's Journey".During conception-phase it was the first step to find a style suitable for everyone. Before starting with the deeper programming I did help with the concepts of characters and assets while teaching how to use the programs. Later I designed more assets and made concepts for the overall dreamworld design.My main Task was programming in a team with two others. We tried different approaches to create later on an optimized version. Since this was our first project using Unity Engine the mechanics were used after testing them with a prototype.
The Team: Marco Koch, Robert Redeki, Daniel Hartmann, Florian Arts, Tina Plavius
Engine: Unity 3D
2015
Final Fantasy 14 Player Character Fanart (Birthday Present)
Model made during the first semester.
Made during a digital art workshop, in second semester.
Lowpoly food to test material creation
Digital Fanart
A DeviantArt request.
Low Poly Penguins
Armor Practice.
Spontaneous brithday gift; a drawing of a personal Final Fantasy 14 character
Fanart of Mystic Messenger's Rika.
Bright colored anime-girl to lighten the mood.
Low Poly work to test out new Engine
Start on a 3D Tower Defense- concepted as low poly with textures.
Showcase for Basic Features
WIP Low Poly Asset Creation.