Game AI: Doom
Last week, as part of the lecture “Game Technology” at TU Darmstadt, I gave a lecture on game AI. My focus in game development was not squarely on game AI before, so some of the…
Last week, as part of the lecture “Game Technology” at TU Darmstadt, I gave a lecture on game AI. My focus in game development was not squarely on game AI before, so some of the…
I have participated for the first time in this year’s  AdventureX event in London, and presented my point & click adventure game, Cargo, there. It was a very nice event, I loved the feedback everyone was…
“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…
“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…
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…
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…
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…
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,…
This post is part three of three in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animationsâ€. For the other parts, click here. This shader one is…
This post is part two in the post series on my re-implementation of the GDC talk “The Inner Workings of Fortnite’s Shader Based Procedural Animationsâ€. For the other parts, click here. The second shader implemented is…