Macromedia Teaching Demo
Winter Semester 2021 / 2022
During the course of one semester as teacher at the Macromedia Hochschule Munich I introduced game design students into using Unity as a game engine. For this I created a demo project showing different concepts such as:
- – Different Camera Types
- – Input Methods
- – Level Prototyping & Blender 3D to Unity Workflow
- – Visual Scripting with Bolt & the Unity Event System
- – Physics
- – UI System
The game itself was setup to be a point & click adventure game. Students would each week work on their own game using techniques from the demo.
Lunistice One
3D Platformer Story-Driven Adventure (November 2019 – on hold)
In-car VR
Development and Research of Virtual Reality interactions using physical sensors inside a car using Unity
Master’s Degree candidate at Audi AG October 2016 – April 2017
Master Thesis in Informatics: Games Engineering “Elements of Game Mechanics Utilizing External Physical Parameters”
Abstract
With Virtual Reality (VR) becoming consumer-friendly, one of the underlying problems remain: That the movement in VR on large scales is unnatural or induces motion sickness. As an opportunity to increase immersion, we propose a system, where VR games can be played inside a vehicle i.e. a car, bus or taxi. In this thesis, I will show possibilities of how to use the sensory data coming directly from the vehicle’s bus to increase the player’s presence and derive design guidelines for developing games inside this system.
The problem domain was described after a thorough literature review. Usability guidelines were set up and applied in a functional proof-of-concept application. The vehicle’s movement was mapped onto the VR representation, connecting the kinetic data to the player’s visual perception to reduce motion sickness. The gameplay prototypes were designed iteratively. The first prototype was informally tested using a heuristic evaluation. Afterwards, a second prototype with an improved approach was created.
The game was evaluated targeting the usability, presence and motion sickness inside the InCar VR system and compared to a stationary seated environment. The questionnaires showed, that motion sickness could be reduced in comparison to the stationary setup and that the presence score of the viewers were highly dependent on their self-evaluation of performance. Further support-mechanisms, balancing variables and relations inside the moving system, that need to be considered for positive user interactions were proposed, that will help designers create their own game mechanics for an in car VR experience.
Base Game Mechanic
Screenshots of procedurally created levels
Bitschubser
Visual Coding Serious Game developed for the 50th anniversary of the Computer Science Department at TUM
Research Assistant at TUM November 2016 – May 2017
My contribution:
- – Creation of art assets using 3D and Photoshop, placing and lighting the scene
- – Programming of robot and box movement by user instructions and navigation system using Nav Mesh and general game logic
Student Projects
2015-2016
Dragon Tale
Combining didactics and engaging game interactions to teach Japanese kanji
Masterpraktikum Serious Games at Chair for Computer Aided Medical Procedures & Augmented Reality at TUM
My contribution:
- – Programming of quest and battle system
- – Creation of 2D assets & responsive UI
- – Animations with Camera & Particle System
Bylt
Bylt – A voxel-based Build Tool
Minecraft world building tool in Augmented Reality with real-time physics puzzles
Masterpraktikum Serious Games at Chair for Computer Aided Medical Procedures & Augmented Reality at TUM
My contribution:
- Programming of basic game play logic and voxel grid as oct-tree and randomized terrain generation
- Setup of physics system using rigidbodies and Augmented Reality Marker Tracking using Vuforia