My games and similar ludic designs.

I was at the GGJ again this year, and made a little game called Gears of Yore. The theme of the event this year was "transmission", so of course I made a game about rotating gears. Like with my other games, you can download it from my Google Drive and find the source code at my Github page. On a side note, I made it completely on my own, since nobody else on-site wanted to work on my project -- hence the lack of any kind of sound in the game (I have, in fact, tried to add some procedurally generated music later on, but it didn't really work). :-(

Winter Palace is an unofficial video game clone of the 2012 bluffing/deduction card game Love Letter by Seji Kanai. If you are familiar with the card game, you will find the mechanics of Winter Palace essentially identical, because, to the best of my knowledge, game mechanics and ideas are not copyrightable. Kanai's original art, however, is, so my version is a complete reskin that does not contain any materials copyrighted by anyone but myself. Consequently, while the original game was set in the Tempest universe, inspired by Western European royal courts, Winter Palace is set in St. Petersburg in the first half of the 18th century (hence the title).

You can download the Windows installer for the game from Google Drive for free. If you like my game, please consider buying a copy of the original Love Letter from your friendly local gaming store. :-)

Back in January, I took part in the 2017 Global Game Jam, where I helped develop a small video game from scratch in 48 hours with six other guys from my university. The topic of the jam was "Waves", and I was immediately attracted to the idea of making a somewhat physics-based wave simulator and basing some kind of gameplay around it. Luckily, two other groups of participants were entertaining a similar idea, so all seven of us got together, discussed it, and decided to pool our resources and abilities towards a common goal. The end result was flown, a game whose final title was born within the final 2 hours of development and whose final build was completed literally 1 minute before the deadline.

Last winter term, I have attended a local school of arts for my minor in new media art, which resulted in one paper, one indie RPG, and now, one indie video game, Ghul. The development of the latter had taken pretty much exactly nine months (a truly difficult birth), from early November 2016 through late July 2017, with a total of six people (mostly graduate and undergraduate students from IT and arts) working on it at different times, including the incredibly talented composer Mathilde Hoffmann. My own role was that of the lead programmer, the AI designer, and, increasingly in the final months of development, the producer, and I've certainly learned a lot about game development from this experience. I may even have to do a post mortem on my blag later on...

A while ago I wrote and ran a one-shot mystery titled "Brine, Blood, and Oil" for my currently favorite pen-and-paper RPG, Monster of the Week, at a local con, and subsequently liked it enough to publish it online. Although originally played in German, I translated it to English to reach more players and posted it to RPGGeek. I have recently realized, however, that only registered users can download files from RPGGeek and while I really like that site, I am ideologically opposed to such restrictions placed on my own works, so I am reuploading it to my site.