Ino and the Wu

A vertical coop adventure platformer about the power of friendship.

Ino and the Wu are the protagonists of the project that we were working on for around one year. In a team of four, my tasks were UX and UI Design, Game Design, 2D Art and Project Management.

WIP

Two characters,

The two characters Ino and the Wu are shown with the Wu hanging outside on a tower and Ino gliding through the air with a little parachute. The Wu is shown hanging on a snail at a tower, reaching up with his right hand. Ino is standing above it looking down.

If you are interested in seeing more, visit Ino and the Wu or our Facebook Page.

Thanks to my fantastic teammates Nils Gudat, Sarah Wagemann and Arne Urff! You are the best…


Path Out

 In 2016, I had the amazing opportunity to work with Causa Creations and Abdullah Karam on Path Out in an early stage, helping with logo and interface design. A game that uses a different approach to tell a touching story.

Path Out Key Art

A drawing of a boy, Abdullah Karam, who is running from something. In the background ruins, the sky yellow, a dangerous environment. In the front barbed wire and rubble. In the middle is the game logo with the words

Getting in trouble with the neighbour

In this in-game screenshot the main protagonist, Abdullah, is talking to another character. It is dark and they are in the yard of a beautiful house. There is a dialog window open and the neighbour is shown saying:

Path Out
Causa Creations


The Fallen

Another amazing project with Georg Hobmeier was The Fallen, a 3D shooter with a twist, developed in a very limited time frame.

A dark image depicting an empty and desolate room with boarded windows. On the ground lies a rifle. In the front are the words

A desolate scene, mostly in grey tones. To the right and to the left are ruins of concrete and steel. In the foggy distance is rubble, lamp posts and gunfire.

Play it here: The Fallen on itch.io
Check our the other fascinating projects by goldextra


Shift Happens

During my internship at Klonk Games from Oct 2015 until Jan 2016,
I had the pleasure to help them with their awesome coop puzzle platformer
“Shift Happens” and train my level design skills.

Extended Logo for Demo Version

Bismo and Plom, the main characters of the game

Achievements!

Banner

Bismo and Plom, the two main characters are shown with bandages and patches. This image was used as an online graphic for new Hotfixes and Improvements of the game.

Level Design

By the way, congratulations on winning “Best Game Design”,
“Best Game for Children” and being nominated for “Best German Game” in 2016!

 Klonk Games
Shift Happens on Steam


Daily Lullaby

UI Design

In the 48 hours during the Global Game Jam 2016 (theme: rituals) we tried to create a game where you control your little village by playing the right music. If your villagers have enough to eat, are happy and clean… it all depends on you!

The title screen of a game called

My tasks: UI Design, Art

Thanks to: Jannik Bemm, Julia Schadler (for that beautiful logo!), Christina Kopp, Marcus Goitowski, Meral Leyla (without your music, nothing would have worked…)


Snail Race

2D Art

Developed in a game jam at the HAW Hamburg. With the topic “Fail to Lose”, we created a snail racing game in which the slowest competitor wins. You try to crash as many obstacles as possible and force-feed your opponents with salad to make them run.

A short animation of to snails racing each other on a course. On the ground are obstacles and salad leaves.

My tasks: 2D Art (Characters, Background, Assets, Animation)

Team: Sven Dettmers (Code, Sounds), Melanie Muranaka (Intro, Outro), Florian Peinsold (Code).


Caged

Trailer

Caged Download

 Stills

A game created in 48 hours during the Global Game Jam 2015 in Werk1.

I was responsible of Game Graphics and Art. The other team members were José Rodolfo Freitas (Code/Shader), Michel Wacker (Code) and Meral Leyla (Music/SFX). The topic was “What do we do now?” and our game is about being locked up and trying to distract yourself in order not to go crazy from loneliness. Or maybe, could that be the solution?

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