Digital Games

Tobel

Inspired by the swiss landscape of Graubünden we set out and created a little demo of an adventure game. The stories revolves around Hedwig an old lady trying to save her sick husband, accompanied by their donkey, Pirmin. Together they have to overcome the hurdels of hiking down the mountain into the alienated city.

Every asset is hand drawn pencil on paper and all sounds are recorded in the valleys of Graubünden.

Collaborators
Jan Hobi (Programming, Concept)

Download Link
[coming soon]

Role
Art, Concept

Release
September 2022


DeadEnds

You find yourself waking up, surrounded by humming nothingness. The void surrounds you. You hear faint sounds in the distance. Where are you? Who goes here?

DeadEnds is a web-based horror text adventure about choices, the unknown and free will.

This project was made with a student group working at the Zurich University of the Arts. Each student worked on every part of the project to underline the unique multi-facetted characters and the difference in storytelling that comes with each of them.

Collaborators
Lisa Bach, Jan Hobi,
Ivo Keller, Alexander Mazzone

Web Link
deadends.lom.li

Role
Art, UI Design, Sound Design,
Narrative Design, Writing

Release
May 2022


I’m Sorry I’m Büsi Today!

This game was created in 2022 as part of the Production Days at the Zurich University of Arts, in the Game Design department. We were given the task of developing an easily accessible, asymmetrical multiplayer clicker game, inspired by the visual language of old dating shows. 

Based on this romantic background, we created the storyline in which a cat owner is preparing their flat for a nice date. Their crush is only a few minutes away from the flat when the owner realises that their cat has a completely different plan. Driven by jealousy, the animal begins to vomit hairballs all over the flat. Time is running out and love is at stake. 

Role
Game Mechanics (Lead)

Release
Nov 2022


Bowels of the Machine

In a metallic world there is an underground village where the surrounding walls and machines are growing weaker. Its inhabitants must constantly fix and replace parts of their home to keep it from crumbling. Stories have been told about forgotten places beyond imagination, where a lasting solution can be found. One particular young girl made a decision –
“I need to find a way.”

Unravel the truth about Maeve’s village, join her journey to change everything before her surroundings fall apart.

The base concept for Bowels of the Machine was pitched by a co-student and me. It ended up becoming a story driven puzzle platformer, for which I contributed as Game Mechanics Lead, 2D Asset Artist and Animator.

Collaborators
Concept with: Lisa Bach
18 Braincell Games

Download Link
Bowels of the Machine (Windows Build)

Role
Game Mechanics (Lead),
Concept, Art

Release
January 2022


Gluttony

Tony was a happy fellow. He had so many friends that he loved, and they loved him too.

Everybody except one person was his friend. Envy, tall and lonely, didn’t like that everybody liked Tony. So Envy cursed Tony!
Tony was cursed to consume everything he loves.
Tony became hungry. Very hungry.

The player must eat their way through the world, consuming all of Tony’s friends to complete a level. Careful though, Tony’s stomach isn’t bottomless. Even the hungriest, most cursed person must eventually empty themselves before they can continue eating.

This game prototype was an early project at the University of the Arts Zürich.

Collaborators
Gabrielle Gerber (Concept, Mechanics, Art)

Download Link
Gluttony (Windows Build)

Role
Concept, Game Mechanics, Programming

Release
October 2021

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