Tina Plavius

Management, Game Design, 2D Art, 3D Art, Programming

Games

All games developed for exams, at gamejams and internship.

Hero's Path - WORK IN PROGRESS

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.

The Team: Tina Plavius

Engine: Unity 3D

2020

K-Tipper

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 Team: Daniel Majonica, Isa Wartke, Tina Plavius

Engine: Unity 3D

2017

Hot Plates

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 Team: Robin Jörns, Max Tratnik, Daniel Majonica, Tina Plavius

Engine: Unity 3D

2016-2017

Corsair Cannons

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 Team: Robin Jörns, Daniel Majonica, Tina Plavius

Engine: Unreal Engine 4

2016

Ball Physics

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.

Engine: Unity 3D

2016

Dream Dust Protokoll

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.

The Team: Robin Jörns, Max Tratnik, Isa Wartke, Carina Thomiczny, Tina Plavius

Engine: Unity 3D

2016

Soulglitch

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

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

Gallery

Some recent artworks.

About Me



As a former QA Tester and as a game development and media producing graduate, with a passion for Agile management, I bring a unique perspective to project management. My experience in both 3D art and programming gives me a deep understanding of the game development process from start to finish. Recently, I worked as a QA tester where I honed my skills in identifying and resolving issues quickly and efficiently.

I'm constantly looking for ways to improve processes and increase productivity. I believe that collaboration and open communication are key to successful project management, and I always strive to create an environment where everyone feels heard and valued.

My ultimate goal is to become a lead or project manager, where I can use my skills and experience to drive success for the team and the company. I'm committed to continuous learning and growth, and I'm always looking for new challenges and opportunities to expand my knowledge and expertise.

In my free time, I enjoy indulging in my hobbies, which include digital drawing, low poly modeling, gaming, and reading. These hobbies not only provide me with a creative outlet, but also allow me to keep an eye on recent trends.

If you're looking for a dedicated and passionate person with a background in game development and a commitment to Agile methodologies, I am sure I can be a perfect addition to your team.

Education and Experience

April 2018 - September 2019: Master - Media Producing at MDH Düsseldorf
April 2014 - September 2017 Bachelor - Gamedesign at MDH Düsseldorf
27.01.2011 - 24.06.2011: Mahurangi College in Warkworth, New Zealand
2003 - 2013: Student of the Cornelius Burgh Gymnasiums in Erkelenz - Completed with Abitur

January 2021 - March 2023: QA Tester - Gritworld GmbH
September 2018 - September 2019: Gamedesign and Gamification - BRAINtuning
October 2016 - Februar 2017: Internship - bluebox interactive
September 2013 - Februar 2014: Stream - Apple Itunes Support
January 2012: Praktikum Atelier Photografie24 – Erkelenz

Additional skills

Language
German: native
Englisch: second language

Skill Summary
Unity| Unreal4 | Blender | Jira | Confluence | Git | Office365 | Scrum | Agile | Lean | Programming C# | Entry Level C++ |
Adaptability | Empathy| Time management| Attention to detail | Teamplayer |

Hobbies
Digital Drawing
Low Poly Modeling
Gaming
Reading

The Resume as PDF

Contact

tina[at]plavius.de