For the BerliniMiniJam of March 2015 I created Ultra-Kittens VS Space-Penguins with Marie Palme in a little bit under 8 hours.
You defend the Ultra-Kitten homeworld from the invading penguin-fleet by shooting them with cat-missiles. It’s fun :D
My second piece on underused game-genres just got released! (First part is here)
Sky Rogue shows beautifully how the genre can be explored. You can choose between several markedly different planes, and scenarios include fighting against stationary targets, other aircraft, and massive airships, the latter of which often include sub-targets, such as turrets.
Weapons also offer a lot of ways to make your gameplay feel good. In addition to simple weapons, you could also include multi-stage missiles, lasers, or any kind of contraption you can think of.
Go check it out!
This semester I worked on Crazy Volcano with several other cool people.
In Crazy Volcano you are a magma-flow trying to break out. You can swipe lava-ghosts from the lava to set things on fire, create a lava-fist to punch away obstacles, and remove earth by dragging over it.
I worked with Antonia Freier, Franziska Koch, Karina Kruz, Lea Fuchs, Nadine Kost, Till Balbach, Tommy Dräger and Tu Le-Thanh.
We haven’t decided on a potential release yet.
I made new business cards! This is the fifth series.
Here are the old ones (series 4) for comparison. I’m going away from the Battlestar-Galactica-type corners, even though they still are fun to hold.
Say hi at an event and collect them all!
My newest article is now on GameDevTuts! It’s called 9 Rare and Underused Game Genres Ready to Explore.
Even Payday, which is a shooter, offers tons of non-violent ways to complete missions, which often are more tense and interesting than just having to shoot enemies.
Focus the gameplay on avoiding guards and staying in the shadows. Alarm systems and lasers offer puzzles to work around. Loot strewn around the level, with various risks attached to it, offer meaningful decisions: do you risk the reward, or do you play it safe?
Payday 2 is wonderfully designed in that it actively fosters greed. You only get a payout if at least one person makes it out alive, but every person left behind carries also a penalty. If somebody is downed, your first instinct would be to save them, but that would risk the entire enterprise, and thus the reward.
Go check out the rest!
The Global Game Jam is currently on, and I made Brave Bunnies, together with Max Heyder.
In Brave Bunnies you need to protect your carrots from bunnies. You can pick up bunnies and set them down. Once a bunny eats a carrot it becomes larger and more monstrous.
My latest article, 15 Things to Consider When Designing Microconsole Games, just went live on GameDevTuts. Here’s a peek:
As there are a wide range of TVs, which include older models, it is not 100% possible to guarantee that the game’s image will fit perfectly on every screen.
Older TVs, in particular, tend to overshoot the image at times, cutting off the sides of the screen by a sometimes considerable amount.
To ensure that everything is displayed correctly, every console game needs to have a “safe zone”, which is a border on the edge of the screen where nothing critical is shown. On the Ouya, this border is 15% of the screen’s width.
Go check it out!