This is an ongoing Project I am working on at Hologate.
A military and police simulator originally made for the German army. On this project I worked mostly on VR interactions, AI interactions and pathfinding. I was working on various gameplay features relating to VR interactions and AI characters.
A VR Multiplayer Game for the Hologate Arena. I worked on a large part of the Programming for this Project as well as some FX together with 2-3 other Programmers and a larger Team of Artist.
A VR Multiplayer Game for the Hologate Arena. I worked on a large part of the Programming for this Project as well as some FX together with 2-3 other Programmers and a larger Team of Artist.
A personal Project, which I have been working on in my free time.
"Crashlanded" is a fully featured first-person shooter developed using Unity3D, with only minimal use of Assets. Close to all of the art and coding was created by myself.
Some of the features I developed for this project are:
Custom physics-based FPS controller, Save System, Rope simulation, Enemy AI, Projectile physics and more.
Download (714.6 MB) Itch.io PageFull Playthrough:
Sound effects used from: Sonniss.com, pmsfx.com, Freesound.org (CosmicEmbers, original_sound, Rock Savage, meisterjaan, unfa, NoiseCollector, chrisw92)
Modified Shaders used from: ForestVision Lite Ultimate 10+Shaders
Code Assets: PathCreator
To showcase the Features of the above project(Crashlanded), I created a seprate playable Level.
Fully functional FPS mechanics:
Root-motion based navigation for AI Enemies (partially placeholder animations)
The custom Rope system can interact with rigidbodies and collide with the static environment:
The custom save system can save and load a state at any time using json serialization:
Projectiles are affected by gravity and interact with rigidbodies as well as destructible objects:
As part of my bachelor's thesis at the LMU Munich, I developed a virtual reality system that facilitates interaction between a VR-Headset user and a Smartphone user. This allowed me to gain more experience in multi-platform developement, virtual reality and networking in Unity3D.
A project developed during the Semester Gamejam of the TU Munich university, that was developed together with 3 other participants.
The final thesis during my Game Programming course at the SAE Munich evaluated the advantages and disadvantages of using compute-shaders for physics simulation
Here I gained a deeper understanding of OpenGL, engine-programming and physics simulation.
Download (13.0 KB)The final project of my Game Programming course at the SAE Munich. It was developed using Unreal Engine 4 and C++ together with 2 other students.
Anbieter: Tristan Firsching