Cargo: A sci-fi point & click adventure game
Cargo is a small point & click adventure game I developed in 2014 while taking part in the “Online Drawing Class” by Michael Musal (https://mikescreationblog.wordpress.com/). The game is built with the Adventure Game Studio ( https://www.adventuregamestudio.co.uk/…
Raycaster Experiment
I read and loved the amazing book Game Engine Black Book: Wolfenstein 3D by Fabien Sanglard. If you have even the slightest interest in game development and especially how they did coding “back in the days”, you really…
Changing Fritz!Box static routes with node.js
For a personal project related to home automation, I wanted to be able to set up static routes on my Fritz!Box from the command line. So, basically to automate the following part of the Fritz!Box…
Debugging z-machine code
I’ve recently been working on reverse-engineering the parser and game code of an Infocom interactive fiction game. In future posts, I will write more about the findings and the process. In this post, I am…
Porting TADS to the browser
This is one of my most recent projects (at least those that I get around to writing about…). I recently got infatuated again with Interactive Fiction, played through Ballyhoo by Infocom as well as took…
Making Games

SteamQuest & Kha.Vr
SteamQuest is the demo game for Kha.Vr, the extension to Kha (http://tech.ktxsoftware.com/) that allows the creation of VR games. There will be…
Game Impressions

Tokyo VR Arcade
During my first visit to Japan this spring, I took the chance of visiting Bandai Namco’s “VR Zone – Project i can”…
More Articles
Ludum Dare Postmortem: A-Maze-Thing
“A Maze Thing” was the first game jam project I have worked on. It was part of Ludum Dare 27, with the theme of “10 seconds”. In this post, I summarize how we approached the game jam and highlight some of the work I did.…
Global Game Jam 2014 Postmortem
“Clash of Duty – Medieval Warfare” is the result of the second game jam I took place in, in the context of Global Game Jam 2014. Theme The theme that was selected in the end was “We don’t see things as they are, we see…
PongOut
After blogging about the BreakOut/Pong-Crossover before (see blog posts one and two), this post marks the release of the game. PongOut is a crossover between BreakOut and Pong for two players – the two players play pong, but first they have to break down a…
Ludum Dare Postmortem: Space Pioneers
This is a post-mortem of our entry in the 72-hour-jam of Ludum Dare 30, titled “Space Pioneers”. Try the game for yourself – it’s available for Windows, Mac, Linux and Android! This post is a summary of how we worked on the game as a group…
Pre-rendered backgrounds in Unity (2/2) – Rendering
In the previous part of this post, we looked at synchronizing the camera settings between Blender and Unity so that they render objects in the same perspective. In this post, we build upon this to result to render the Unity objects into the pre-rendered background.…
Pre-rendered backgrounds in Unity (1/2) – Synchronization
This is the first part of a short series on realizing pre-rendered backgrounds with live-rendered 3D objects in the foreground, that are composited into the image correctly at runtime. Many of my favourite adventure games, including my all-time favourite The Longest Journey as well as…