These projects here are almost exclusively university projects created during either my Bachlors or Masters studies. The time investment and manpower for these projects differs vastly from case to case, as do the roles i had during the games production. Often times these projects also had a specific focus beyond developing a game on a specific aspect such as storytelling, some mechanic or some limitation set by the teachers, although all these things will be specified whereever applicable.
Roles: Programmer, Level Design, Mechanics
Duration: 3 months
Team Size: 2 people
Link: https://milkimoone.itch.io/stolen-star
Stolen star is a puzzle exploration game where you take the role of a tiny espionage robot attempting to steal the secrets of Santas christmas factory. You are able to scan any surrounding 3D object and create copies of them at will to aid you in platforming though hard to reach places as you sneak around and scan keys, incinerate evidence, face a fearsome christmas goose and of course steal the secrets of christmas for your own gains!
This game was created over the course of three months during my bachelor studies in a collaboration semester with architecture students from ETH Zürich. I was the sole programmer on the project, also responsible for the level design, while my partner primarily worked on the 3D assets and visual style.
Tales of the forest is a 2,5D hand drawn metroidvania featuring with a boss-centric progression system. Defeat three unique bosses and consume their essence to steal their abilities after you have bested them, granting new ways to fight and traverse the world. Gain the insights and abilities you need to face the corruption at the heart of the forest and free it in this world with creatures inspired by japanese mythology!
This project was created as a four months semester project with me in the role of design lead, including many tasks such as 2D artist, level design and team communications. The project was focused on the progression system where defeating enemies means taking over their abilities, as well as an interesting and engaging boss fight design. In the end the communication with my two programmers worked so well that we decided to do our Master thesis two years later together as well, with another boss fight centric game you can check out below:
Roles: 2D Artist, Lead Design, Level Design, Mechanics
Duration: 4 months
Team Size: 4 people
Link: https://thedragonstar.itch.io/tales-of-the-forest
Roles: Everything
Duration: 6 months
Team Size: Solo Project
Gameplay: https://youtu.be/OALdzOLZ7D0
In Twofold Whole you take on the role of a girl living in at the edge of the woods with her grandma with a very special ability: She can seperate the soul from her body at will and explore the spirit world freely. The body then becomes an empty vessel while the soul is out exploring how the world looks below the curtains. Combine the uniqe talents of the body, with its ability to affect the physical world and move freely, and the soul, with its ability to see things how they really are and deal with spirits directly. The spirit world is represented entirely with sketchy line art, while the "real" world uses exclusively flat colors with no line art at all, seperating the realms visually and leading to a unique art style.
Twofold Whole is my Bachelor project and was worked on for the entirety of my final semester plus some extra time at the end of the penultimate semester of my bachelor studies. It was heavily focused on finding ways to create interesting puzzles and combat with the unique realm switching mechanic the games initial concept is built around. I used this project to test whether or not I'd be capable to do everything in a game production by myself, from code over art to mechanics and sound design, something which worked quite well in the end. I also specifically started this project with the idea of basing the entire game around one unique mechanic and developing the rest from there, an approach which worked quite well for me as a one-person team.