Hello, I'm
Game and Shader Programmer
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- 6 Months
- Team of 6
People
- Main Programmer
- Shader
- Effects
We needed to place the Foliage as Instance Static Meshes and our Game Designer asked me if there is a way so he doesn't have to manipulate each mesh individually. So I build him a simple Editor Utility Widget.
To create different types of obstacles in the game we decided to use Water. It had various requirements that needed to be met, like a form of interaction with the player.
- Under Development
- Team of 6 People
- Player Mechanics
Mercury is the first VR mecha brawler with pure hand-gesture controls. It utilizes controller-free gorilla locomotion, pushing hand tracking to its limits with fast-paced combat. Developed in just five weeks, the project required extensive iteration to solve the challenges of the unique movement system in the city environment.
Linetraces position the mecha hands directly on surfaces for consistent contact and clear player feedback
Sphere traces identify grab components and validate intent through hand-direction vs. surface-normal alignment
- 2nd Semester Project
- Voiced by Thorben Gohde
- Solo Project
To be able to create levels as fast as possible I created a System that works with only Datatables. The Game is fully voiced which is also implemented in a simple System.
- 48-Hour Game Jam
- Extended by 2 Weeks
- Team of 4 People
- Only Programmer
- Shader
For this Main Menu I created multiple Widgets so I could use them in different Projects. A Macro handles the opening of the different Sub-Widgets. The Main Menu is placed in a 3D Space and on the Materials is a basic Panner to create the Illusion of the Camera moving constantly.
- 48-Hour Game Jam
- Team of 6 People
- Main Programmer
Core systems first: wave system, between-round shop, intro sequence. For VR we focused on fast, fun mechanics like procedural katana slicing.
Skipped complex features like a currency system to keep scope realistic.
No revision control → higher workload on one person, fewer features shipped.
I first discovered game development in school through a class project. Seeing others play and enjoy what I had created sparked a feeling I never wanted to lose. In 2023 I visited Japan and developed a strong connection to the country, which continues to inspire me every day. Today, my motivation to create games is closely tied to my long-term ambition of building a career and life in Japan.
Technical Methodology