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Game Programming Portfolio

Hey, I'm Carlo! Thank you for visiting my portfolio! Here are some of the game projects I'd like to highlight! If you'd like a more thorough introduction and a comprehensive overview of the games I programmed you can find those at the bottom of this page. Have fun :)

Highlighted Game Projects

"Abandoned_64" (3D Action Platformer)

Showreel (1:31) Trailer (1:21)
64_showreel 64_trailer

Abandoned_64 is a nostalgia-inducing N_64 game that’s "still in the early stages of development" where you must use bugs, glitches and developer tools in creative ways to progress through the seemingly impossible levels.

For this game, I was the main programmer and also contributed to some game design.

Noteworthy Contributions:

  • Lock-on mechanic that allows for focused combat and easy and intuitive switching of targets
  • Hierarchical state machine to create a complex player controller by combining different states
  • Contextual interactions using interfaces
  • Event-based dialogue system
  • "Bugs" as unique gameplay mechanics
Lock-on mechanic that allows for focused combat and easy and intuitive switching of targets Hierarchical state machine to create a complex player controller by combining different states
A64 (1) A64 (4)
Contextual interactions using interfaces Event-based dialogue system
A64 (1) A64 (4)
"Bugs" as unique gameplay mechanics
A64 (1)

"Pandamonium" (FPS Roguelike)

Showreel (1:30) Trailer (0:33)
Panda_showreel Panda_trailer

“Pandamonium” is a humorous 2.5D rogue-like first-person shooter game. In it, you play as a puny animal control officer whose task it is to subdue comically muscular zoo animals using non-lethal weaponry like modified tranquillizer dart guns.

In this project, I was responsible for implementing and designing all of the game's systems.

Noteworthy Contributions:

  • Highly adaptable weapon script
  • Kinematic momentum-based movement controller
  • Boss behaviour
  • Enemy behaviour
  • Procedural level & Terrain generation
  • Photomode tool to take screenshots for marketing materials
Highly adaptable weapon script Kinematic momentum-based movement controller
Panda (1) Panda (4)
Boss behaviour Enemy behaviour
Panda (3) Panda (2)
Procedural level & terrain generation
Panda (5)

"Megalophobia" (Atmospheric Story-Driven Horror)

Showreel (1:22) Trailer (0:54)
Mega_showreel Mega_trailer

"Megalophobia" is a narrative-driven singleplayer experience in which you take control of the two-man submarine Кефаль (Kefal) on their search mission for a missing submarine in the depths of the ocean.

In this project, I was responsible for all the gameplay logic and all other coded systems, some game design aspects and some of the shaders (e.g. the scanner). It is the first full game project I have worked on in a collaborative team effort during my studies.

Noteworthy Contributions:

  • Scanner shader
  • Camera transition system
  • Submarine movement
  • Custom audio system
  • Voiced dialogue system
Scanner shader Submarine movement
Mega (3) Mega (2)
Voiced dialogue system
Mega (1)

More Game Projects

University Game Projects

5th Semester Project "Abandoned_64" (3D Action Platformer) 6th Semester Project "Pandamonium" (FPS Roguelike) 3rd Semester Project "Megalophobia" (Atmospheric Story-Driven Horror) 2nd Semester Project "One Man Party" (Turn-Based RPG)
Abandoned_64 PandaMonium Megalophobia OneManParty

Other Projects

Internship working on Studio Fizbin's "Project: Kokidon" (Isometric 3D Action Roguelike) Free Elective Project "Checkout" (Rhythm Game x Dating Sim) Geometry Dash Demake using pico8 (2D Auto Scroller) Augen zu und durch (2D "Jump King" like platformer) (wip)
projectkokidon CheckOut picoDash AZD

Full Introduction

Hey!
I'm Carlo, a passionate game developer and programmer, and I welcome you to my game development/ programming portfolio. I with a bachelor's degree in 'Animation & Game' from 'Darmstadt University of Applied Sciences in Dieburg. I am proficient in Unity & C#, but I also have some experience with other common languages used in game development, such as Java, C++, and Lua.

During my studies, I worked on various smaller games in teams of various sizes, ranging from 4 - 15 developers. This repository shows the wide range of games of various genres and styles I worked on during my studies. I mainly focused on programming but also regularly contributed as a game designer.

Although some earlier projects no longer represent my current skill level, they still provide valuable insight into my journey and growth as a game developer/programmer and are worth showing off.

I especially learned a lot and made huge improvements when working with industry professionals during my 6 months programming internship working on Studio Fizbin's "Project: Kokidon". While I can't go into specific details of my contribution to the project due to project confidentiality, I can offer a general overview of my experiences and contributions here.

If you are short on time consider checking out the bite-sized (1m 30s) showreels linked at the top of my semester project pages.

Of course, I still encourage you to take a look at the whole portfolio to get to know me best ;)

(You can contact me via: carlo.fruehauf@gmail.com)

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