Either giant mushrooms or tiny people. They built a small community out of
farming on the top of the mushrooms' hats and getting nutrients out of the insides.
This mount is a rare species of venomous toad. The acidic substance ist produces
is amongst the slimiest there are, which enables this behemoth to reach rather
dazzling speeds, gliding on the slime it secretes out of the holes on the inside of
its skull, that then droop out of the side of its mouth.
As the acidic substance is produced by a chemical reaction inside its digestive systems
and the compounds needed are scarce, it evolved to carry a huge amount of acid in a bladder
suspended below its head.
The second pair of eyes has in the latest generations devolved into a mere backup and is
actually not sending signals to the brain most of the time. The muscles that move the two
pairs are linked and they can therefore not be moved independently.
This lightweight exosuit was designd do withstand reasonably low pressure environments
where conditions rapidly change. Airfilters, tanks, helments and respirators are modular and
equipped with self sealing valves to guarantee a seamless and fast adaptation.
Apartment for the protagonist of a game thats similar to he-who-must-not-be-named in that it must not be named. It is designed to be rather small, but functional
and feel open and well lit.
Giant eroded pillars of sandstone rise above the dunes of a scarce desert.
Designs for the protagonist of Raun. His name is Thorkel. His tribe measures the value of an individual by how many mosters they've slain
and Thorkel hasn't slain any yet. His caring father, himself a well respected huntsman, gives his son a sword almost too big for him
to carry and puts his helmet on the head of the child, sending him out to get his first kill. The story is in general trying to raise
questions if approches like this are right, emphasized in the design by his rather off looking stare. The final design also has no horns
on the helmet, which is a common misconception about viking helmets.
The right is the final ingame-design and the left was the previous iteration. We decided to drop the shield
for a grappling hook in favour of more interesting gameplay.
Dexter, the severed head of a t-rex connected to a robotic body driven by a steam engine. He's also riding on a hover-surfboard, just because.
He is one of the most beloved gladiators in the long running Demolition Disaster Derby series and is sure to make the fight thrilling with
his devastating laser roar. Down below is the animation for this attack and a turntable + breakdown of the final model.
This is a tee-nager which is a cheesy german joke. The guy's cute though.
Product design for a portable wifi-hotspot combined with a powerbank called the Babakoo.
You can see the partner simcard that enables the device to connect to 3G or LTE almost everywhere
with a stable price. The front 4 LEDs are the battery status indicator while the top ones are
for signal strength. They only light op when the multi-function button in the center of the device
Side view of the device closed. As you can see in the other picture, the bottom is made of rubber to
prevent sliding and to allow the signal to pass through.
Promotional image for Viscopic. The company produces Hololens applications for industrial usage. In this case for training railway workers.
Promotional image for Viscopic. The idea, in this case, is to be able to program and test an industrial robot,
without having to set up an expensive cell and without having to worry about safety.
Concept art for a Hololens application that shows virtual obstacles and possible
driving paths for test driving and training.
Artworks for 121C Skateboards, the company produces carbon fiber skateboard decks from recycled aerospace-grade carbon fiber
sheets from the production of spacecraft and military aricraft.
These artworks will soon be available on their webstore for
printing on the underside of their decks.
Concept art for the endboss fight of Raun.
An animation of the bossmonster is available below.
Ingame shot of a level of Raun. I the models and the materials as well as the water and wind effects.
Textures by Tamara Grünwald @http://tammyg.de
Server-Crashtest for Crashtest Security. The company does automated pentesting.
Log in sequence for the Babakoo webservice. You log into it over the browser like you do with some paid wifi access points.
Raun boss animation. The player can use his grappling hook to pull down the boss' neck and be able to reach him with his sword.
Textures by Tamara Grünwald @http://tammyg.de
Xong is a small challenging take on Pong with elements of bullet-hell thrown in.
The game was developed as an advertising campaign for XBox Germany. The primary idea behind the
campaign was that players can earn discount codes on XBox One bundles based on how good they did in the Game.
I directed the game, made the Animations and most of the ingame Assets, programmed
a fair bit of the movement code as well as most vfx, implemented a large part of the final integration of the game into Microsoft's Website, and did part of the gamedesign. I also designed the player and the enemy ships as well as
most backgrounds (Level 3 was done by Tamara Grünwald) an the UI.
The soundtrack was made by Crisna Lungala, you can listen to it
. Michael Freundorfer programmed the Engine, as well as a good part of the anti-cheat backend and most of the gameplay.
He also did all the leveldesign. Andreas Braun and Tamara Grünwald did some additional assets and were mostly involved in preproduction.
You can play the game here .
Enemy- and player-ship-designs. The Goal was to feature a retro-styled
neon/cyberpunk setting in which we could easily integrate multiple different
hints to Microsofts other IPs
Animated UI-Elements for the final implementation of the game on a website. These are iPhone specific
and instruct the user how to use the fullscreen feature of the game.
Both were shown while the action needed to take place, to avoid unnecessary tutorial-downtime.
These are the backgrounds for the final level of the game.
According to the small backstory we had in our minds for the game, the first three levels
are the initial assault on the enemy base, while level 4 is the mission to wipe out the
last resistance amidst the destroyed environment from the first attack.
All three parts of the last level therefore feature a destroyed version of their first-three-level
counterpart. The color palette as well as burnt trees are supposed to suggest a firey aftermath of the first attack,
while more turbulent clouds and destroyed landmarks like the broken Halo-Array here or the splintered sun suggest even more widespread and heavy destruction.
this background was the most fun to destroy, as I a) didn't design the original city and b) had a lot more elements that needed to be destroyed.
Overview of the UI and color scheme. I was going for a mix between old HiFi-equipment and fighter-jet cockpit elements.