Autumn 2024
PokeFight is a simple Augmented-Reality Rock-Paper-Scisors game created in Unity using OpenXR. Implemented for a class at FH St. Pölten focusing on designing and implementing applications in Virtual/Augmented Reality. The gameplay deliberately is kept simple to focus on the capabilities and restrictions of the OpenXR platform for Android. This project was created over a period of multiple weeks, although total development time amounts to ~4 hours with no guidance what-so-ever.
Things that I have done:
Winter 2023
Ninja Rampage is a hack-and-slash game where you fight through waves of enemies. The focus was on creating fast-paced and fluid gameplay without feeling overwhelming. The game was developed during a 2-week exercise at FH St. Pölten, coded entirely in JavaScript, and runs on a custom engine embedded in an iFrame. This setup introduces some bugs, which are hard to diagnostic, it still demonstrates the basic concept.
Summer-break 2022
This prototype is designed to explore the capabilities of Unity's built-in NavMesh, focusing on agent avoidance, path calculation, and path visualization. The project investigates how NavMeshAgents handle dynamic pathfinding and avoid obstacles while navigating a defined environment. By visualizing agent paths, the prototype provides insights into the internal workings of Unity's navigation system. This standalone project aims to serve as a foundation for understanding and utilizing these core NavMesh functionalities in future Unity applications.
The player is able to:
Summer 2021
Space X was a collaborative project between me and Martin Stillebauer where we both wanted to explore the possibilities within the Unity Engine. The prototype startet it's life as a "Zelda: Breath of the Wild" clone but soon evolved into a medieval japan inspired game where the player would be able to play as a ninja.
Features implemented or things I have learned in this Version:
Like what you see? Find out what my diploma project looked like!