Remnants
Customize your weapon using the power of the four elements in this action-filled first-person shooter.
- Julia Daxenbichler
- Kevin Hinker
- Simon Steiner
Remnants was my team's graduation project for our Bachelor's degree, and my first experience with the Unreal Engine.
The game combines classic shooter mechanics with a twist: Elemental gems, which can be collected throughout the game, influence the behaviour of the projectiles. The four base gems - fire, earth, water and air - can also be combined to explore a total of 10 completely different projectile types.
The game was created in UE4, using both C++ code and Blueprints. My contributions include a savegame manager, scene management system, inventory system, gameplay programming and UI design. The game is available on Steam.
Steam
Itch.io
Incendarius
Live through the fiery nightmares of Cayn, a young mage who must overcome his fear of fire to regain his sanity.
- Julia Daxenbichler
- Kevin Hinker
- Lukas Rosenberger
- Simon Steiner
Incendarius was my team's graduation project for our Master's degree. Cayn, the main character of the game, must solve a range of fire-based puzzles in his sleep to cope with his dark past. His fire magic has the power to burn down obstacles, but it can get out of hand...
Incendarius was created in UE4, using both C++ code and Blueprints. My main contribution was the underlying C++ temperature system, which is similar to a spring system in nature. This also included linking the temperature system to the puzzle system, creating state machines and behaviours for flammable and explosive objects, and visual effects (Niagara particles). Additionally, I was responsible for the savegame system and scene management, as well as some general gameplay programming. I also created much of the UI, including the design and logo, and took on some minor art tasks, like the design, modeling, rigging and animation of the Bomb Snail.
Incendarius is currently available only on itch.io. We consider this release "Episode 1" of the game.
Itch.io
MediaCube
Shweet Shlurp
Get your sugar rush in this wonky, floppy two-player game...But don't make it awkward!
- Julia Daxenbichler
- Lukas Rosenberger
This two-player game was created during a 48-hour game jam using Unity. Each player controls two points of a long, wonky tongue. They can use this tongue to lick their favourite "flavour orbs" that appear randomly on the surface of a sweet treat.
I was in charge of creating the tongues, which are generated using a physics joint system and procedural mesh. I also created the logic for orb spawning and most of the UI. Since orb spawning, level UI generation and color classification are fully procedural, new content can be added very easily. After adding a mesh asset, the only required step is to manually define two target player colours that appear on the mesh.
Itch.io
B⬠keh
Can you spot the odd one out...with your glasses off?
B⬠keh was the first game that I developed during my time at the FH Salzburg. The user needs to find the pentagon among many hexagons to proceed to the next level. I relied heavily on HTML5 and CSS3 for the effects. The game logic is written in JavaScript. Click the button below to launch the game!
Play in browser
This website
What you see is what you get.
This website was developed by me, using HTML/CSS and JavaScript, along with a bit of Illustrator, Photoshop and Python. See the polygons on the left? (If you don't, you're probably on a mobile device or Internet Explorer.) Those were conveniently created in SVG format in Illustrator, and converted to CSS clipping masks using a Python script. Content and text bounds are also approximated automatically in order to minimize manual post-processing.
Press the button below to download the polygon converter script.
Polygon converter script
Primal Trial
Help the lost raptor find its mother in this goal-oriented AI simulation!
- Julia Daxenbichler
- Kevin Hinker
This project was created during an AI course at the FH Salzburg, using Unity and C#. A lost raptor is searching for its mother using goal-oriented action planning, and you can tweak the parameters of the world to manipulate the simulation. The AI must avoid hunger, thirst and injury by scavenging, exploring, hunting and avoiding enemies.
Itch.io
FlyCycle
Enjoy flying through the sky on your winged bicycle...Minus the risk.
- Julia Daxenbichler
- Kevin Hinker
FlyCycle is a VR gamification project that aims to make cycling on a stationary bike more fun. The project makes use of an ergometer and a VR headset. The player can control the speed and altitude of the flying bicycle by pedalling, and steer by leaning to the side. Points are gathered by flying through floating rings while avoiding obstacles. The greatest challenge of this project was parsing and interpreting the ergometer's output sent through the serial port interface.
Space Worms
Fire your multicoloured space cannons and find the correct combination to exterminate the planet-consuming space worms!
- Julia Daxenbichler
- Kevin Hinker
This mobile game was developed during a mobile development course at the FH Salzburg, using Android Studio and C++ with a bit of Java. Two colored planets can be touched to form a laser beam that destroys all enemies of the same colour that come in contact with it. As a fun exercise, an efficient - albeit quite limited - particle system was implemented for the explosion effects. This allows the game to display millions of particles on mobile systems.
Google Play
Local Light Field Fusion using Focus Stacking
This project was my Master's thesis. I explored a new approach to light field rendering based on a 2019 paper.
While this paper uses a neural network to segment input images into "depth layers", I decided to go a different route and generated a synthesized focal stack from a sparse set of input images. From this focal stack, the depth layers can then be extracted. All this is done efficiently in CUDA, consuming less time and memory than the learning-based approach (at the cost of somewhat lower image quality). You can download the paper by pressing the button below.
Download paper
LeftCtrl
In a world where you forget everything, moving on is all that remains.
- Julia Daxenbichler
- Martin Wolf
One day, you - a goldfish trapped in a fish bowl - decide that you've had enough. You jump out of your bowl, only to find that moving on land is is harder than it seems...
This project was created during a game engine development course at the FH Salzburg. The 2D engine, including a physics engine, SFML-based renderer and simple particle systems, was developed in C++ using SFML and TGUI.
Besides creating approximately half of the game engine, I was responsible for creating the navigation logic. This included defining the different height levels of the objects and transitions between them. I also designed and implemented the AI of the enemy cat and integrated some (mostly self-made) graphics and sounds.
MediaCube
Aska
In a world that is falling into darkness, even sworn enemies must unite...
Aska is based on a game concept my team developed back in school for our final year project. This simple 2D scrolling shooter, which I developed in my first year at the FH Salzburg, was my first C# game ever! I used MonoGame as a basis, and the programming and sprites were all done by me. No sound or animations, unfortunately.
MediaCube
Robot Rodeo
Hang on or be yeeted. └[∵└]
- Julia Daxenbichler
- Kevin Hinker
- Martin Wolf
Robot Rodeo was developed during my second year at the FH Salzburg. One player controls a robotic bull, and the other has to hang on for dear life...
This was my first Unity game, counting out tutorials. The game was developed mostly via pair programming, so I did not have many exclusive tasks. I did, however, create the bull and robot 3D assets, some of the UI, and a funky GLSL shader for the battery display on my own.
MediaCube