Freelancer Unity Developer
Gil Naamati
Jun 2024 - Ongoing
Germany, Berlin, Remote
C#, Unity3D, Shaders
I'm currently working for and with Gil Namaati to develop the prototype for a 2D bartending game with fluid mechanics.
Gil Naamati
Jun 2024 - Ongoing
Germany, Berlin, Remote
C#, Unity3D, Shaders
I'm currently working for and with Gil Namaati to develop the prototype for a 2D bartending game with fluid mechanics.
Resleeve
Sep 2024 - Nov 2024
Remote
Web Development, JavaScript, WebGL, PixiJS, HTML / HTML5, Consulting
For Resleeve I did some consulting on which technologies to use for a specific web application. Afterwards, I stayed available for the team to help with any questions or problems that come up during development.
EXPOZE
Sep 2023 - Oct 2024
Remote
C#, Unity3D, UGUI, Shaders, UI Programming, Multitouch Table With Object Recognition, Databases, Firebase Firestore
For EXPOZE I worked on one multi-month project from beginning to end and contributed to two projects, all of them in Unity and for use on multitouch tables.
The multi-month project was a Google Photorealistic 3D Tiles map app with rich-text WYSIWYG editor functionality and cloud saving on which I was the main programmer.
Some of my tasks here included:
Projects I made contributions to:
Projects:
DAS
Aug 2023 - Sep 2024
Remote
C#, Unity3D, Mirror Networking, Network Programming, Virtual Reality
DAS needed to add multiplayer capabilities to their VR application Apollo, which is used by football coaches to train tactics and strategies with their players in 3D.
The app has a variety of things that needed to be synchronized:
I planned this functionality with the team to integrate with the existing code, implemented much of it myself, and briefed the team on the changes and underlying concepts to ensure that they can use and extend it without my help.
cultures interactive
May 2021 - Jun 2023
Remote
Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Styled Components, Node.js, Express, Sequelize, MobX, mobx-keystone, Socket.IO, HTML / HTML5, CSS, Mobile Development, Network Programming, Databases, MySQL, DevOps, DigitalOcean, Docker, CapRover, Heroku, Sentry, Monitoring, New Relic
Adamara: Harsh Waters is a real-time collaborative game editor and an isometric RPG/adventure game. In combination, they are used in workshops for political education with young people.
As the lead programmer I planned and set up the technical foundation and architecture of the project, worked on almost all parts of it, distributed tasks to a team of 3 other programmers, regularly reviewed code on pull requests and served as a bridge for production and other teams.
In a bit more detail, some of my tasks included:
Key features of the editor/game:
A workshop usually works like this:
Sep 2021 - Mar 2022
Remote
C#, Unity3D, Mobile Development, Android, iOS, Augmented Reality, Vuforia
I developed an augmented reality pet game featuring a cartoony gecko. Image markers are placed on top of a product of the company, and by using a smartphone or tablet users can see a playful gecko and interact with it.
My responsibilities were:
Private Customer
Jul 2021
Remote
Electronics, Arduino
A small electronic puzzle using an Ardunio for a real-life event with several groups of players. The project features a display showing instructions and QR codes, and a set of jumper cables that can be connected to various inputs and outputs.
I developed the electronic setup and a matching Arduino program according to the game design specifications supplied by the client, and made a circuit diagram to allow the client to rebuild it for themselves.
Features:
basa e.V.
Aug 2019 - Jun 2021
Germany, Berlin, Remote
C#, Unity3D, UGUI, Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Styled Components, Node.js, Express, Sequelize, MobX, Mobile Development, Android, Network Programming, Game Design, Augmented Reality
Canvas City is a location-based augmented reality multiplayer game for Android devices to be used in workshops for political education. In the game, 30 workshop participants play the game in a small section of a real-world city over multiple hours, walking around and interacting with data nodes, NPCs and with each other.
It consists of the following parts:
Apart from being the only programmer on the team I also worked on the game design together with the other team members.
Features:
NowHere Media
Mar 2021 - May 2021
Germany, Berlin
C#, Unity3D, Electronics, Arduino, Virtual Reality, Oculus Rift
Berlin 2037 is VR experience in which the player is sitting on a real-world bicycle and moves forward by pedaling. The goal of the project is to show a vision of how Berlin and the experience of cycling through it could look like in the future. I worked on the prototype for this experience.
My responsibilities were:
I worked on the prototype only. The video and image below is showing a later version of the project that I didn't work on, but it can give you a more visual idea of what the prototype was about.
NowHere Media
Jul 2020 - Apr 2021
Germany, Berlin
C#, Unity3D, Virtual Reality, Oculus Rift, HTC Vive
Kusunda is an interactive VR documentary about the sleeping Kusunda language in western Nepal, providing an immersive experience using a blend of photogrammetry, volumetric video and 3D animations.
Several times during the experience the player is taught a Kusunda word and asked to repeat it before continuing.
My responsibilities were:
Pitch Deck & Information
Project Website
Wooga
Jun 2020 - Oct 2020
Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Node.js, Express, MobX, HTML / HTML5, CSS, PHP, Databases, MongoDB
Railyway Riddles is a 2D "Escape Room"-style game to celebrate the 3rd anniversary of Wooga's hidden object game June's Journey. Players solve riddles to win real-world prizes.
The project consisted of two phases:
I developed the following features:
Wooga
Aug 2019 - Nov 2019
Germany, Berlin
Web Development, JavaScript, WebGL, PixiJS
A Playable Ad for Wooga's game Tropicats. The ad has a full set of basic match 3 gameplay including 5 special gems that can be combined, a tutorial, multi-language support, and can be played via both mouse and touch.
Features included:
meshicon
Jun 2019 - Aug 2019
Germany, Berlin
Web Development, JavaScript, TypeScript, Frontend, React, Styled Components, Node.js, Express, Sequelize, MobX, DevOps, DigitalOcean, Docker, CapRover
meshicon needed a client/license management website with a backend that could be accessed via a REST API for a client, which I developed for them according to their specifications.
The website and backend has the following features:
Legendary Play
Apr 2019
Germany, Berlin
C#, Unity3D
Legendary Play was thinking about replacing their asset loading strategy with the Addressables package, which was in beta at the time. They hired me to research the current state of that package, and to make a demo project demonstrating its use and stability.
Waves Audio Ltd.
Jan 2019 - Apr 2019
C#, Unity3D, UGUI
For Waves Audio Ltd. I developed a Unity demo project with several scenes.
Tasks included:
Polyverse
Sep 2018 - Feb 2019
Germany, Berlin
C#, Unity3D, UGUI, Shaders, Virtual Reality, HTC Vive
For Polyverse I worked on a job training VR prototype. I was the only programmer in the team, taking over an existing prototype code base and scene.
My work included:
wonderkind GmbH
May 2017 - Dec 2018
Germany, Berlin, Remote
C#, Unity3D, UGUI, NatCam Pro, Unity3D WebGL, Spine Unity Runtime, Web Development, JavaScript, HTML / HTML5, CSS, PHP, UI Programming, Mobile Development, Android, iOS, Databases, SQLite
Development of two educational games for school children for desktop browsers, Android and iOS in Unity3D:
Projects:
Codeglue
Aug 2018
Remote
C#, Unity3D, UNET, Mobile Development, Network Programming, Blockchain
Codeglue needed somebody to integrate Blockchain items into their game "Crown of Carnage". I used Nethereum to access the Alto Cross Games Items SDK and implemented the following features:
Private Customer
Aug 2018
Germany, Berlin
C#, Unity3D, Leap Motion
Together with an art/design student I developed a Unity project about typographic design using the Leap Motion.
TreasureHunt GmbH
Mar 2018 - May 2018
Germany, Berlin
Web Development, JavaScript, WebGL, three.js, Frontend, React, Styled Components, MobX, Facebook Instant Games
GOAL! Shootout is a licensed FIFA World Cup football game for Facebook Messenger. It features flick-style input, a mix of 2D/3D graphics, asynchronous multiplayer challenges and a leaderboard. It is playable in desktop and mobile browsers and on the Facebook Messenger platform.
I was one of the main programmers on the game, taking on tasks all across the board from gameplay and input over UI to Facebook Messenger integration.
Article on venturebeat.com about the game
Goller&Vos
Oct 2017 - Feb 2018
Germany, Berlin, Remote
Web Development, JavaScript, WebGL, PlayCanvas, HTML / HTML5, CSS
Uneven Journeys is a web experience in which you explore the journeys an asylum seeker, an economic migrant and an investor might take to the UK. It was developed in JavaScript with the PlayCanvas engine.
The game has the following features:
I was the only programmer on the team.
Project Description on OpenLearn.com
Play the game online
Weihe GmbH
Feb 2018
Remote
Web Development, JavaScript, WebGL, PixiJS, HTML / HTML5, CSS, PHP, Databases, SQLite
The Weihe Mini Game is a small breakout style game made to be integrated into the WEIHE desktop and mobile apps via a webview component.
I made the game in JavaScript ES6 with PixiJS 4 as the rendering engine, using Babel and Webpack on the development side.
Key features are:
Max Nieburr
Dec 2017 - Jan 2018
Germany, Berlin
For Max Nieburr, I added several small features to an existing game and made small changes in existing Unity plugins to tailor them to the game's needs.
OKF Deutschland
Sep 2017 - Jan 2018
Remote
C#, Unity3D, NatCam Pro, Web Development, JavaScript, Frontend, Aurelia, HTML / HTML5, CSS, Mobile Development, Android
Ungehörsam is workshop by Demokratielabore/Open Knowledge Foundation Deutschland in which teenagers create interactive stories consisting of several locations printed as QR codes, each giving you a choice of multiple locations to visit next to let the story unfold. This is made possible by two apps: A web app to create the stories and print QR codes and a mobile reader app to experience them while scanning the QR codes.
To create the technical foundation for this workshop, I designed and created two applications:
Technology Stacks:
The code for both apps is available on GitHub as an Open Source project. Demokratielabore are a pilot project of the Open Knowledge Foundation Deutschland, government-founded by the Bundesministerium für Familie, Senioren, Frauen und Jugend in the context of the government program Demokratie leben!.
Source Code on GitHub
"Ungehörsam Editor" Web App
"Ungehörsam Reader" Android App
Workshop Material/Description
Cebra
Dec 2016 - Nov 2017
Remote
C#, Unity3D, UI Programming, Mobile Development, Android, Augmented Reality, Vuforia
I created various mobile augmented reality demos for Cebra using Unity3D with the Vuforia toolkit.
Features included:
antoni
Sep 2017 - Oct 2017
C#, Unity3D, UGUI, Shaders, UI Programming, Mobile Development, iOS, Augmented Reality, ARKit
Mercedes cAR is an augmented reality car configurator app for iOS. I created the prototype for the app with Unity/ARKit.
Key features and tasks were:
I can't share any pictures/videos of the protoype app. Since the final release version (that I didn't work on) is very similar to the prototype, I'm instead sharing the links and video below to at least give an impression what the prototype was about.
App Store (non-prototype)
News article (non-prototype)
eyecandylab
Apr 2017 - Oct 2017
Remote
C#, Unity3D, NatCam Pro, Native Plugin Integration, Shaders, Mobile Development, Android, iOS, Augmented Reality
eyecandylab's Galileo Augmented Reality project is an augmented reality app for the German television show Galileo. Viewers could point their phone at their TV while specially produced shows were playing and enhance their experience with several AR overlays/scenes. I worked on the the prototype and the early stages of the app.
My key tasks were:
Galileo Augmented Reality: Erlebe eine neue Dimension des Fernsehens
Illusion Walk KG
Oct 2015 - Sep 2017
Germany, Berlin
C#, Unity3D, UGUI, UNET, Unity3D Extension Development, Shaders, UI Programming, Mobile Development, Network Programming, Electronics, Arduino, Virtual Reality, Oculus Rift, Leap Motion
I’ve worked as a Unity3D programmer for Illusion Walk on their networked multiplayer room-scale VR system.
Tasks included:
Bothe Grienig UG
Jun 2017
Germany, Berlin, Remote
C#, Unity3D, Playmaker
I used a plugin to access Google Sheets (which included adding new features and fixing bugs in the plugin) to read and send data and created methods to easily access those features in Playmaker state machines. CSV files were used as an offline data source.
Additionally, I provided methods to allow saving and loading of state data.
H-EAR
Nov 2016 - Jan 2017
Germany, Berlin
C#, Unity3D, UGUI, Web Development, JavaScript, HTML / HTML5, CSS, PHP, UI Programming, Mobile Development, Android, GPS, Databases, SQLite
The H-EAR project is "augmented reality for the ears": Players listen to an interactive audio drama at the real-life locations where the story is taking place and decide what happens next by making choices, taking or rejecting telephone calls or physically moving to another location in the real world.
This project needed two parts:
I was the only programmer on the project. Additionally, I advised the other team members on the design/concept of the app and the editor.
The editor was made in JavaScript/HTML5 and featured node-based editing of branching story lines which could be decided by geolocation changes and several other user actions. Additionally multiple stories, episodes and characters needed to be supported. The system had to be web-based to allow access for multiple authors.
The Android app was made in Unity3D and played back branching story lines made by the editor. Apart from the playback functionality, it featured a cached/online map and several UI screens for multiple choices, phone calls and similar elements.
Bearhands
May 2016 - Sep 2016
Germany, Berlin, Remote
C#, Unity3D, Shaders
I worked as a Unity3D programmer at Bearhands for their story-driven 3D stealth game "Grand Values: Monaco".
Tasks included:
Joid games
Feb 2014 - Apr 2016
Germany, Berlin, Remote
C#, Unity3D, NGUI, Mobile Development, Android, iOS
Balloony is a jump'n'run for Android/iOS made with Unity3D.
I took over an existing Unity3D code base, fixed bugs and added a lot of features.
Team/Credits:
Critical Hit
Jun 2015 - Aug 2015
Canada, Montréal
C#, Unity3D, Java, Processing, Electronics, Arduino, Game Design
Critical Hit is an incubator that supports the creation of experimental games and installations. I was among the 16 developers/artists/makers which were invited in 2015 for the theme “Wearable Games”.
I worked on four game installations as a programmer (Unity3D/C#, Processing/Java), game designer and electronics engineer.
Projects:
Codeglue
Feb 2015 - May 2015
Netherlands, Rotterdam
C#, Unity3D
I’ve worked on Codeglue's new PC game Antegods. I developed a mesh destruction system that automatically slices and caches mesh blocks in various styles, allowing them to be partly destroyed when hit by a rocket and reform later with an animation. I also translated prototype code into code for the final product and implemented various gameplay features.
it matters Games UG
Oct 2014 - Jan 2015
Germany, Berlin
C#, Unity3D, NGUI, UI Programming, Mobile Development, iOS
I've worked here on a building design iOS game for children. Buildings could be resized with floors added and removed, elements like doors and windows could be added and moved, floors recolored and other decorations could be sprayed onto the buildings. The game also included multiple unique buildings with distinctive features.
I cleaned up existing prototype code, created many of the gameplay features and NGUI user interfaces and coordinated with the design and art teams.
jfc Medienzentrum
Oct 2014
Germany, Berlin
Workshop Organization, Event Organization
Together with Svenja Anhut, I conceptualized and organized a week-long game jam for children.
HTW Berlin
Oct 2013 - Feb 2014
Germany, Berlin
C#, Unity3D, Lecturing
I planned and lectured a Unity3D introductory course including weekly lectures, multiple exercises and a final project.
gosub
Sep 2013
Germany, Berlin
C#, Unity3D
I created a prototype for a game with Unity3D.
Mediale Pfade
May 2013
Germany, Berlin
C#, Workshop Organization
StarCoder is a "15 minute introduction to game programming for total beginners" to be used at a fair about youth culture and careers, written in C#.
I made the concept, implemented the program and co-organized the workshop.
Exozet
Jan 2012 - Jun 2012
Germany, Berlin
AS3, Adobe AIR, Starling, PureMVC, Mobile Development, iOS
I worked together with another programmer to reimplement a Nintendo DS Jump 'n' Run game for mobile platforms with AS3/Adobe AIR/Starling/PureMVC. I implemented everything gameplay-related and worked on converting the DS level format to a useable format.
Codeglue
Apr 2011 - Jul 2011
Netherlands, Rotterdam
C#, Unity3D, Mobile Development, Android
Beer Pong is an Android beer pong game made with Unity3D.
I programmed the initial gameplay and UI based on Codeglue's iOS version of the game.
DATAWERK GmbH & Co. KG
Jun 2007 - Mar 2011
Germany, Berlin, Kassel
Java, Web Development, JavaScript, HTML / HTML5, CSS, PHP, CakePHP, Typo3, Magento, Databases, MySQL
I worked as Java/Web Developer for DATAWERK in Kassel and Berlin.
Projects included:
Burda:ic GmbH
Nov 2006 - Nov 2007
Remote
Community Management
I worked part-time as an Ingame Game Master for the MMORPG Ragnarok Online (European server) on a honorary basis. This included ingame live support, mail/ticket support, rule enforcement and communication with customers.
Cobion AG
Jun 2005 - Mar 2006
Germany, Kassel
I developed a Firefox plug-in and debugged existing software.
HTW Berlin
Germany, Berlin
2012 - 2014
Grade: 1.1
In my studies at the HTW, I picked the specialization "Game Technology & Interactive Systems". Apart from the more general foundation and game-related courses (AI for Games & Interactive Systems, Game & Interaction Design, Realtime Interactive Systems, Games & Simulation Technology), I had a lot of room and independence to spend on game projects, both in teams and alone, using technology like the Kinect, the Leap Motion or a multi-touch table with object recognition. I wrote my master's thesis about making games for the latter.
Projects:
HTW Berlin
Germany, Berlin
2009 - 2012
Grade: 1.3
Berlin Mini Jam
Sep 2010 - Ongoing
Germany, Berlin
Event Organization
I co-founded and co-organize the bimonthly Berlin Mini Game Jam, which was monthly for its first 10 years. Tasks include creating and publishing events, finding venues, coordinating with sponsors and hosting the jam itself for the 20-60 participants.
May 2021 - Jun 2023
Made for cultures interactive
Role: Lead Programmer / Freelance Full-stack TypeScript/WebGL Developer
Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Styled Components, Node.js, Express, Sequelize, MobX, mobx-keystone, Socket.IO, HTML / HTML5, CSS, Mobile Development, Network Programming, Databases, MySQL, DevOps, DigitalOcean, Docker, CapRover, Heroku, Sentry, Monitoring, New Relic
Adamara: Harsh Waters is a real-time collaborative game editor and an isometric RPG/adventure game. In combination, they are used in workshops for political education with young people.
As the lead programmer I planned and set up the technical foundation and architecture of the project, worked on almost all parts of it, distributed tasks to a team of 3 other programmers, regularly reviewed code on pull requests and served as a bridge for production and other teams.
In a bit more detail, some of my tasks included:
Key features of the editor/game:
A workshop usually works like this:
Mar 2018 - May 2018
Made for TreasureHunt GmbH
Role: Freelance JavaScript/WebGL Developer
Web Development, JavaScript, WebGL, three.js, Frontend, React, Styled Components, MobX, Facebook Instant Games
GOAL! Shootout is a licensed FIFA World Cup football game for Facebook Messenger. It features flick-style input, a mix of 2D/3D graphics, asynchronous multiplayer challenges and a leaderboard. It is playable in desktop and mobile browsers and on the Facebook Messenger platform.
I was one of the main programmers on the game, taking on tasks all across the board from gameplay and input over UI to Facebook Messenger integration.
Article on venturebeat.com about the game
Sep 2017 - Oct 2017
Made for antoni
Role: Freelance Unity3D Developer (AR)
C#, Unity3D, UGUI, Shaders, UI Programming, Mobile Development, iOS, Augmented Reality, ARKit
Mercedes cAR is an augmented reality car configurator app for iOS. I created the prototype for the app with Unity/ARKit.
Key features and tasks were:
I can't share any pictures/videos of the protoype app. Since the final release version (that I didn't work on) is very similar to the prototype, I'm instead sharing the links and video below to at least give an impression what the prototype was about.
App Store (non-prototype)
News article (non-prototype)
Aug 2019 - Jun 2021
Made for basa e.V.
Role: Freelance Unity3D Developer & Game Designer (AR)
C#, Unity3D, UGUI, Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Styled Components, Node.js, Express, Sequelize, MobX, Mobile Development, Android, Network Programming, Game Design, Augmented Reality
Canvas City is a location-based augmented reality multiplayer game for Android devices to be used in workshops for political education. In the game, 30 workshop participants play the game in a small section of a real-world city over multiple hours, walking around and interacting with data nodes, NPCs and with each other.
It consists of the following parts:
Apart from being the only programmer on the team I also worked on the game design together with the other team members.
Features:
Jul 2020 - Apr 2021
Made for NowHere Media
Role: Freelance Unity3D Developer (VR)
C#, Unity3D, Virtual Reality, Oculus Rift, HTC Vive
Kusunda is an interactive VR documentary about the sleeping Kusunda language in western Nepal, providing an immersive experience using a blend of photogrammetry, volumetric video and 3D animations.
Several times during the experience the player is taught a Kusunda word and asked to repeat it before continuing.
My responsibilities were:
Pitch Deck & Information
Project Website
Apr 2014 - Nov 2014
Made during my studies at the HTW Berlin
Role: Research, Writing and Development
C#, Game Design, Multitouch Table With Object Recognition
My master's thesis is about the advantages of physical and digital elements in hybrid tabletop games. Part of the thesis are three Unity3D games playable on a multi-touch table with object recognition.
To compare how physicality influences the experience, each game had two variants: One touch-only and one with object recognition.
This project was made possible by the Creative Media department of the HTW Berlin and supervised by Prof. Dr.-Ing. Carsten Busch and André Selmanagić.
Thesis
Summary
Source Code and Media
Team/Credits:
Dec 2023 - Oct 2025
Made for EXPOZE
Role: Freelance Unity Developer
C#, Unity3D, UGUI, Shaders, UI Programming, Multitouch Table With Object Recognition, Databases, Firebase Firestore
A Google Photorealistic 3D Tiles map app with rich-text WYSIWYG editor functionality and cloud saving to be used on multitouch tables.
I was the main programmer on the project. Some of my tasks here included:
A small electronic puzzle using an Ardunio for a real-life event with several groups of players. The project features a display showing instructions and QR codes, and a set of jumper cables that can be connected to various inputs and outputs.
I developed the electronic setup and a matching Arduino program according to the game design specifications supplied by the client, and made a circuit diagram to allow the client to rebuild it for themselves.
Features:
Mar 2021 - May 2021
Made for NowHere Media
Role: Freelance Unity3D Developer (VR) / Arduino Engineer
C#, Unity3D, Electronics, Arduino, Virtual Reality, Oculus Rift
Berlin 2037 is VR experience in which the player is sitting on a real-world bicycle and moves forward by pedaling. The goal of the project is to show a vision of how Berlin and the experience of cycling through it could look like in the future. I worked on the prototype for this experience.
My responsibilities were:
I worked on the prototype only. The video and image below is showing a later version of the project that I didn't work on, but it can give you a more visual idea of what the prototype was about.
Jun 2020 - Oct 2020
Made for Wooga
Role: Freelance Full-stack TypeScript/WebGL Developer
Web Development, JavaScript, TypeScript, WebGL, PixiJS, Frontend, React, Node.js, Express, MobX, HTML / HTML5, CSS, PHP, Databases, MongoDB
Railyway Riddles is a 2D "Escape Room"-style game to celebrate the 3rd anniversary of Wooga's hidden object game June's Journey. Players solve riddles to win real-world prizes.
The project consisted of two phases:
I developed the following features:
Aug 2019 - Nov 2019
Made for Wooga
Role: Freelance JavaScript/WebGL Developer
Web Development, JavaScript, WebGL, PixiJS
A Playable Ad for Wooga's game Tropicats. The ad has a full set of basic match 3 gameplay including 5 special gems that can be combined, a tutorial, multi-language support, and can be played via both mouse and touch.
Features included:
Jun 2018 - Dec 2018
Made for wonderkind GmbH
Role: Freelance Unity3D Developer
C#, Unity3D, UGUI, NatCam Pro, Unity3D WebGL, Spine Unity Runtime, Web Development, JavaScript, HTML / HTML5, CSS, PHP, UI Programming, Mobile Development, Android, iOS, Databases, SQLite
In Energie Schnitzeljagd, teachers can create scavenger hunts consisting of several tasks, which are then printed on QR codes and placed in the real world. School children then use the app to play out the scavenger hunt by finding and scanning the QR codes and completing the associated tasks.
The app features:
I was the only programmer on the team, working together with a project lead, an artist and a sound designer.
Google Play Store
Apple App Store
May 2017 - Feb 2018
Made for wonderkind GmbH
Role: Freelance Unity3D Developer
C#, Unity3D, UGUI, Unity3D WebGL, Spine Unity Runtime, Web Development, JavaScript, HTML / HTML5, CSS, UI Programming, Mobile Development, Android, iOS
Energie Wimmelapp is a "hidden picture book" type app on the topic of energy to be used in schools.
Children can explore multiple scenes filled with animated objects, most of them giving pop-ups with more information and questions or prompts for discussion. Some have attached mini games or videos. A "teacher's corner" provides information to the teacher about the material.
I was the only programmer on the team, working together with a project lead, an artist and a sound designer.
„Energie ist überall“: Mit der Wimmel-App Energie entdecken
Web version
Apple App Store
Oct 2017 - Feb 2018
Made for Goller&Vos
Role: Freelance JavaScript/WebGL Developer
Web Development, JavaScript, WebGL, PlayCanvas, HTML / HTML5, CSS
Uneven Journeys is a web experience in which you explore the journeys an asylum seeker, an economic migrant and an investor might take to the UK. It was developed in JavaScript with the PlayCanvas engine.
The game has the following features:
I was the only programmer on the team.
Project Description on OpenLearn.com
Play the game online
Feb 2018
Made for Weihe GmbH
Role: Freelance JavaScript/WebGL Developer
Web Development, JavaScript, WebGL, PixiJS, HTML / HTML5, CSS, PHP, Databases, SQLite
The Weihe Mini Game is a small breakout style game made to be integrated into the WEIHE desktop and mobile apps via a webview component.
I made the game in JavaScript ES6 with PixiJS 4 as the rendering engine, using Babel and Webpack on the development side.
Key features are:
Sep 2017 - Jan 2018
Made for OKF Deutschland
Role: Freelance JavaScript and Unity3D Developer
C#, Unity3D, NatCam Pro, Web Development, JavaScript, Frontend, Aurelia, HTML / HTML5, CSS, Mobile Development, Android
Ungehörsam is workshop by Demokratielabore/Open Knowledge Foundation Deutschland in which teenagers create interactive stories consisting of several locations printed as QR codes, each giving you a choice of multiple locations to visit next to let the story unfold. This is made possible by two apps: A web app to create the stories and print QR codes and a mobile reader app to experience them while scanning the QR codes.
To create the technical foundation for this workshop, I designed and created two applications:
Technology Stacks:
The code for both apps is available on GitHub as an Open Source project. Demokratielabore are a pilot project of the Open Knowledge Foundation Deutschland, government-founded by the Bundesministerium für Familie, Senioren, Frauen und Jugend in the context of the government program Demokratie leben!.
Source Code on GitHub
"Ungehörsam Editor" Web App
"Ungehörsam Reader" Android App
Workshop Material/Description
Apr 2017 - Oct 2017
Made for eyecandylab
Role: Freelance Unity3D Developer (AR)
C#, Unity3D, NatCam Pro, Native Plugin Integration, Shaders, Mobile Development, Android, iOS, Augmented Reality
eyecandylab's Galileo Augmented Reality project is an augmented reality app for the German television show Galileo. Viewers could point their phone at their TV while specially produced shows were playing and enhance their experience with several AR overlays/scenes. I worked on the the prototype and the early stages of the app.
My key tasks were:
Galileo Augmented Reality: Erlebe eine neue Dimension des Fernsehens
Oct 2016
One-person project
C#, Unity3D
Over the years, I've worked on a lot of projects and game jam prototypes with Unity3D and there are some pieces of code that I've needed time and time again. I'm sharing them on GitHub under the MIT license - fully commented and documented with descriptions and examples.
GitHub-Repository
Class Documentation
Oct 2009 - Sep 2016
Role: Programming, Game Design, Art
C#, Unity3D, Shaders, Game Design
Catcher is a sometimes fast-paced, sometimes almost meditative arcade game made in Unity3D. Instead of weapons, the player uses two space ships connected by an energy net to defeat enemies.
Apart from sounds/music, everything including the programming, art and game design is done by me.
Team/Credits:
Feb 2014 - Apr 2016
Made for Joid games
Role: Freelance Unity3D Developer
C#, Unity3D, NGUI, Mobile Development, Android, iOS
Balloony is a jump'n'run for Android/iOS made with Unity3D.
I took over an existing Unity3D code base, fixed bugs and added a lot of features.
Team/Credits:
Aug 2015
Made for Critical Hit
Role: Programming (Fish Behaviour), Game Design
C#, Unity3D, Game Design
In Shoal, an abstract fish pond is projected on the floor. A Kinect recognizes player gestures for fish-creation and interaction and real-life elements like rock-shaped pillows are used as obstacles.
I created a steering/flocking system in Unity3D to allow interesting behaviour and navigation in a player-influenced and changing environment with various obstacles and other fishes. I then combined and fine-tuned components to create fish behaviour based on various needs like hunger and playfulness. The whole group participated in the game design process.
Team/Credits:
Jul 2015
Made for Critical Hit
Role: Programming, Electronics, Generative Creature Engine/Animation, Game Design
C#, Unity3D, Electronics, Arduino, Game Design
In CloudKeeper, the player is lying down in a bean bag chair, watching an abstract sky projected on the ceiling. Touch/distance-sensing paper crystals dangling from above act as input.
I worked on the procedural generation and animation of the generative creatures, experimented with several distance-sensing electronic components via Arduino and used a TouchBoard to enable the capacitive sensing paper crystals. The whole group participated in the game design process.
Team/Credits:
Jun 2015
Made for Critical Hit
Role: Game Programming, Electronics/Soldering, Generative Art, Game Design
Java, Processing, Electronics, Arduino, Game Design
(un)done is a two-player audio game that uses ponchos with conductive strings that can be tied in knots as input. Additionally, generative content is projected on a woven screen.
I created the gameplay in Java/Processing, enabled serial/Bluetooth communication with the Arduino, created the generative content shown on the screen, prototyped electronic circuits and soldered circuit boards. The whole group participated in the game design process.
Team/Credits:
Fruit Fever is puzzle/memory game that uses a fork which can detect real-life food via electric resistance and an LED apron as output.
I created the initial digital-only prototype in Unity3D and an alternative screen-based version providing a tutorial. The whole group participated in the game design process.
Team/Credits:
Aug 2013 - Oct 2014
Made during my studies at the HTW Berlin
Role: Programming, Game Design
C#, Unity3D, Game Design, Kinect
KinectMagic is a two player duel game made in Unity3D using the Microsoft Kinect. Players combine elements to create spells and evade the enemy’s attacks by physically ducking and moving.
I was the only programmer on the project. The game design was shared equally with Jana Leinweber.
Team/Credits:
Oct 2014
One-person project
C#, Unity3D, Mobile Development, Network Programming, Game Design
A Light in the Darkness is a co-op online multiplayer prototype with drop-in/out functionality made over the course of a weekend in Unity3D.
Oct 2014
One-person project
C#, Game Design
SnakeFormer is a physics puzzle/platformer/snake game prototype in Unity3D, made almost entirely over the course of a weekend.
I did the game design, programming, graphics, sounds and level design myself. Most programming was done over the course of a weekend for the Ludum Dare competition. Some levels were added later.
Jan 2013 - Jul 2013
Made during my studies at the HTW Berlin
Role: Lead Programmer
C#, Unity3D, Game Design
Masaka is a 2.5D local multiplayer platform brawler with strategic elements made in Unity3D. Players command minions while fighting the other player and trying to gain control over strategic map locations.
We were two programmers with me as the lead.
My main tasks were:
Team/Credits:
Apr 2013 - May 2013
Made during my studies at the HTW Berlin
Role: Lead Programmer
C#, Unity3D, Game Design, Leap Motion
Zombie Planet is a Leap Motion defense game made in Unity3D.
I was the lead programmer. Everyone participated in the game design process.
Team/Credits:
May 2013
Made for Mediale Pfade
Role: Freelance C# Programmer & Workshop Organizer
C#, Workshop Organization
StarCoder is a "15 minute introduction to game programming for total beginners" to be used at a fair about youth culture and careers, written in C#.
I made the concept, implemented the program and co-organized the workshop.
Jan 2013 - Feb 2013
Made during my studies at the HTW Berlin
Role: Programming, Game Design
C#, Unity3D, Augmented Reality
Wizard Defense is a cooperative Augmented Reality game based on marker interaction made in Unity3D.
Programming and game design was equally shared between Tobias Müller an me.
Team/Credits:
Nov 2012 - Feb 2013
Made during my studies at the HTW Berlin
Role: Programming, Game Design
Python, Game Design
Hammertennis is a top-down physics/sports game made in Python.
I did the programming and game design.
Team/Credits:
Jan 2013
Role: Lead Programmer
C#
Blood Trial is a multiplayer fighting game made in C# over the course of a weekend at the Global Game Jam 2013.
Our team had three programmers, me included. Apart from sharing the programming effort, I assumed the role of lead programmer, planned tasks and made sure they were well distributed for the short amount of time available.
Team/Credits:
Heart of Decay is a prototype for a 3D action RPG made in Unity3D.
It was developed over two semesters, but part of the team (including the two programmers) left after the first semester and the project radically changed. I joined the team in the second semester as the only programmer.
My main tasks were:
Team/Credits:
Beer Pong is an Android beer pong game made with Unity3D.
I programmed the initial gameplay and UI based on Codeglue's iOS version of the game.