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Fire Flight

biofeedback game

Details

Type
3D sidescroller
biofeedback game
Key features
infinite levels
biofeedback
Contribution
full production
(contract work)
Involvement
05.2011 - 04.2012
TBR
Client
Stichting Heartlive,
Netherlands

Introduction

The little fireflies were out to have fun, but then it suddenly became dark and now they're lost ... Help them get back home!

In Fire Flight you fly through a valley full of trees, a dark & mysterious cave and a dangerous volcanic landscape - always illuminating the dark and on the lookout for those little mini fireflies.

However, Fireflight is no ordinary game: If you have connected the HeartLive-sensor to your PC via USB, then your heart coherence will be measured and visualized by the aura of the firefly. If your heart is calm and relaxed, then the aura will be bright & green and you can see a lot of your surroundings - but only in case your heart is able to adjust well to stressful situations. If it can't, your heart coherence drops, the aura turns red and you can see less of your environment. The influence of your vital signs to the game is also called "biofeedback".

HeartLive is a software package for people who are regularly exposed to stress, fatigue or dizziness - and are eager to solve these problems and overcome them. I was hired by Stichting Heart Live to design and produce an action game for this software package. Technically, the game can be played endlessly, as it was designed so that the levels are repeatedly permutated. As therapy sessions are not infinite, you play the first two levels (forest and cave) for 2 minutes and the last level (the volcanoes) until you are hit by a fireball. Highscores are for those, who travel the longest distance and collect the most fireflies!

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STROMBERG: Büro ist Krieg!

official game

Details

Type
official game
minigame collection
Contribution
gameplay programming
(5/8 minigames)
Involvement
03.-12.2006
release: 03.2007
Employer
wetain GbR
(now: crew51 GbR)
Client(s) (+Publisher)
brainpool, Pro Sieben
(HMH)

Synopsis

Stromberg is a German television series which is produced by Brainpool and broadcast on the commercial television channel ProSieben. The show premiered in 2004; since then, five seasons have aired. It has become one of the most popular comedy shows in German-speaking countries and was honored with many awards such as the Deutscher Fernsehpreis. The show takes place at the office of the fictional insurance company Capitol Insurance, where the trivial day-to-day events take place in an eerie atmosphere oscillating between bullying and sycophancy.

In 2006, wetain created the game STROMBERG: Büro ist Krieg!, which features the main cast and popular scenes and places from the 2nd season as a minigame collection. Its release was coupled with the premiere of season three. The game received the German Game Developer's Award as best midprice game of 2007. Prototyping and production took about nine months and coincided with my freshman year at university; I wrote 5 out of 8 minigames.

buy at Amazon.de
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Dynamic head pose recognition using statistical facial features

B.Sc. thesis

Details

University
Ruhr-Universität Bochum
Field
Computer Vision
Reviewers
PD Dr. Rolf Würtz
Dr. Susanne Winter
Duration
09.2009 - 02.2010
Pages
60

Introduction

In my bachelor thesis I present a method for estimating discrete head poses from grayscale images. The original title of my thesis is "Dynamische Kopfposenerkennung anhand statistischer Gesichtsmerkmale". The thesis has not been officially published yet and is only available in German.

The method is based on texture models that associate certain statistical facial features to discrete head poses. The learned models are based on Gabor graphs and model occurence probabilities, relative positioning and the mean statistical texture of each facial feature of the model. A total of 93 mean pose-models are used to recognize head poses from 0°.. ±90° (yaw axis) and 0°.. ±45° (pitch axis). Each model is evaluated against a normalized grayscale image of the human face. After evaluation, the model with the highest similarity value "wins" and the associated discrete head pose is proclaimed as the estimated one.

In addition, an integrated approach is presented, which can be used to extract and normalize the human face from color image sequences by exploiting several simple methods as follows: Bayesian skin color detection in CIE-lab color space; image thresholding; region labeling; and Viola-Jones face detection using Haar cascades for frontal- & side-views of the face. The normalization is based upon anthropometrical assumptions.

read my thesis (PDF, German)
Tuts Plus
Bayes'-based skin likelihood map, calculated from two trained
CIE-lab color histograms for skin- and non-skin color samples.
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Skin regions (yellow) are detected by flood-filling the binary
skin likelihood map and enumerating connected regions.
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Viola-Jones face detection test, using two Haar cascades for frontal- and side views of the face. The green rectangle depicts the detected face.
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Texture descriptions are calculated by convoluting a grayscale image with scaled & rotated Gabor wavelets. For the description of the local
texture around a designated pixel in an image, the phase- and absolute responses of the different wavelets are stored in a so called Gabor Jet.
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Texture descriptions of 32 anthropometrical facial features are
used to model the human face.
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A total of 93 mean pose-models are calculated to recognize head
poses from 0°.. ±90° (yaw axis) and 0°.. ±45° (pitch axis).
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All pose models are evaluated against the grayscale image.
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The pose with the highest similarity equals the recognized pose.
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In this test, a color video was analyzed to transform a 3D model of a head according to the motion of an individual person. A Kalman filter was
used to make abrupt position- and pose changes smoother; it also bridged frames, in which the pose recognition failed.
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RUDI

christmas game

Details

Type
christmas game
snake clone
Key features
challenging northpole level
DIY workshop (DE)
Contribution
producer, programming, environment design
Involvement
10.-12.2007
Release: 24.12.2007
Co-Worker
Felix Caffier
(actor models)

Introduction

Santa's elves were about to deliver the very last gifts to Santa Claus. Unfortunately, they didn't notice that all the toys got lost into the starry sky... now it is up to Rudi, the reindeer with the red nose, to collect all lost presents to save Christmas! Experience fun and action at the Northpole with the elves, wicked penguins, eskimo villagers and lots of gifts to collect.

RUDI is a game for everyone. It is easy to learn, but hard to master: each gift you collect adds a sleigh to your chain... don't cross them! Santa will give you some delicious gingerbread cookies for every sleigh at the end of each level, so make sure to collect as many as possible. You will control Rudi with the cursor keys only - if you are a hardcore gamer, you will love it too, as some packets are really well-hidden and require a lot of skill to capture them.

This is an open source christmas game (GPL) and a remake of an old prototype from 2002 I did back then with Oliver Berg and his Ruhr-IT team. I decided to give it a shot again - with only 75 days left until Christmas 2007 when I started, I rewrote the game and designed and modeled the North pole and its details. Felix Caffier did the characters, Kevin MacLeod contributed the music. Alongside we wrote a beginner's do-it-yourself workshop (CC licensed) for the Gamestudio game engine (A7). In February 2008, RUDI won the 1st prize in the Gamestudio Winter contest.

download game installer + source + workshop
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Untertagebau-Simulator 2011

deep mining simulation

Details

Type
deep mining simulation
simulation
Key features
4 mine types
20 missions
Contribution
additional programming
(vehicle control, camera)
Involvement
02.2011
Release: 06.2011
Client (+Publisher)
Vulkanware
(Astragon Software GmbH)

Introduction

Glück auf! In Untertagebau-Simulator 2011 you can experience the job as a mineworker throughout 20 missions. Dive into this deep mining simulation game from Astragon (Farming Simulator 2011, Ports of Call), control detailed mining machines and win precious metals & minerals from four different mine types (coal, salt, iron & gold). The game comes with a great, realistic machine park: Work with coal ploughs, manlifts, roadheaders, flint mills or increase the size of your tunnels with a rotary hammer and various explosives. Dump trucks and bulldozers are also part of your fleet.

Vulkanware was team in charge of development of the game. They hired me for some additional programming tasks in early 2011. My main objectives were the camera programming, the vehicle control & animation and some surface shaders (terrain, normalmapping and reflections).

buy at Amazon.de
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a7titude

game of skill

Details

Type
game of skill
experimental
Key features
100 lines of code
abstract graphics
Contribution
full production
(private work)
Involvement
05.-06.2008
Release: 17.06.2008
Soundtrack
Binärpilot

Introduction

a7titude is a game of skill with lots of puzzles for which you need a steady hand. The game includes two levels, each made up with 14 puzzles; and although it is easy to learn, it is difficult to master! There is still no way you'll ever stop playing, though, because you'll get caught up by the abstract level design and the soundtrack from Norwegian electronica artist Binärpilot - so you can not stop playing this game.

"Yeah, this gameplay is obviously brilliant. Its simplicity is part of that, no doubt." - Artimus Bena

The game was specifically developed for the 100 lines of code contest in June 2008 (organized by Conitec Datasystems, Germany) - and the time was wearing thin! It took me about 2 months for the production of the game. In addition to programming, design and production of the assets, a lot of time went into shrinking the program code in order to meet the criteria - namely, that the game has to have a maximum of only 100 lines of code and the source file must not exceed a size of 10 KB. Everything is data-driven: the game setup and the camera paths are all encoded in the maps and 3D models. With many compiler defines, macros and other filthy hacks I was finally able to meet the criteria. The only remaining problem is that the code looks more like egyptian hieroglyphs than like C code, but who cares, I won the 2nd prize ☺

download game installer + source
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SSAO for Gamestudio A7 & A8

integrated post-processing effect

Details

Type
post-processing effect
integrated solution
Contributions
project lead, shader programming, demos
Involvement
06.2010-01.2012
(on hold)
Additional work
Nils Daumann, Johann C. Lotter
License
MIT

Introduction

SSAO for Gamestudio A7 & A8 is an integrated shader solution to approximate ambient occlusion in real-time as a post-processing effect for arbitrary 3D scenes. Screen-Space Ambient Occlusion (SSAO) adds realism to a 3D scene, since it darkens creases, holes and closely aligned surfaces and gives the viewer a higher perception of depth, geometry and curvatures.

Unlike others, this SSAO solution offers a high degree of quality -and- performance: It auto-recognizes surface types of most objects, deals with soft-alpha- and cut-out transparent objects. Moreover, it creates a clear AO map without edge-bleeding, processes the mesh normals to avoid AO bleeding between orthogonal surfaces and works with the Gamestudio particle system, as well as supporting GPU-animated characters and ignores decals. This solution is a standalone component and can be easily integrated into any existing Gamestudio project for A7 or A8 (sic!). It integrates very well into existing shader chains and adapts automatically to screen resolution changes and can still produce fullscreen depth- or normalmaps, even if is turned off, so that you can recycle them for your own post-processing effects.

The shader solution is MIT licensed and can be integrated with just one #include in your Lite-C project. You can customize it with a rich set of variables and compiler defines, so that it perfectly fits your project and uses memory and CPU/GPU cycles as few as possible.

download SSAO v0.6 source + demos
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The Lotter-Effect

cute casual game

Details

Type
platform jumping game
similar to Icy Tower
Key features
done overnight
hard to master
Contribution
programming
Involvement
one long night in June 2008 at Dusmania 10
Co-Worker
Sven Paroth
(graphics, level design)

Introduction

Do you know Lotti... no? Ok, look, he is tiny, he is cute and guess what? It rained this morning and it was so cool, because Lotti saw a rainbow for the first time in his life, so big, so colorful,... so awesome! And it got even better: He spotted something magical right at the end of the rainbow - a pot of gold.

And nobody knows what came over him, but Lotti took a run, jumped and flew high up in the air to get some of that gold. That's Lotti! That is... the Lotter-Effect!

In The Lotter-Effect, it's up to you to jump higher and higher with Lotti, collecting lost coins and, ultimately, getting to the pot of gold. Enjoy Lotti's crazy character animations and play three stages with increasing difficulty, featuring moving & static clouds, birds, asteroids and cool environments.

Together with Sven "Kiyaku" Paroth, I developed this amazing little game in less than 12 hours overnight at the Dusmania 10 game developers meeting in Summer 2008. We prototyped the gameplay & level template relatively fast, threw in three stages - and spent half of the time on the details, because we wanted to make a game that looks nice and is quite addictive - and it worked! The game made the 1st prize in the contest among a dozen of other entries, which all shared the same theme: "rainbows and stuff".

download game installer
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Syntax Tree Viewer

student project

Details

Type
viewer application
for LaTeX-trees
Field
Computational-
Linguistics
Key features
3D acceleration
interactive highlighting
Contribution
programming,
design
Involvement
12.2008 - 03.2009

Introduction

Syntax Tree Viewer is a visualization tool for syntax trees in LaTeX-format. These precomputed sentence derivations will be rendered as bunches of syntax trees in a nice-to-look-at and smooth-to-navigate fashion. The tool is targeted at educational purposes in linguistic courses at schools and universities.

The tool emerged from a students project, in which the participants wrote a PERL based sentence parser, for which they algorithmically utilized context-free grammars to derive possible sentence structures. Syntax Tree Viewer served as the visualization part of the toolset, which was invoked right after the parsing process. The development of Syntax Tree Viewer was at most challenging when it came to the actual rendering of the tree structures. In the end, I chose to use a 3D engine for both speed & interactivity reasons.

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Monster Mega Mayhem

halloween brawler

Details

Type
hack'n'slash
halloween brawler
Key features
30+ stages, each different for every monster
Contribution
final production, cutscenes, bugfixing
Involvement
08.-10.2007
Release: 31.08.2007
Client
IceValk Entertainment
(self published)

Monster aren't dangerous - they are just misunderstood. And what do an artificial creature, a scarecrow and a vampire have in common? Exactly! Nothing!!!

Introduction

In Monster Mega Mayhem you control one of three individual monsters: Jack the scarecrow, Kevin the creature or Lucy the vampire. Slaughter through more than 30 stages with style, on land, in water and in the... no... wait, not in water... however, it's fun anyway. You have to kill people, scare kids, collect points & witness strange events. Each monster has its own stages, special moves and bonus objects. Combined with easily understandable controls, this is pure and mindless fun!

The game has been in development by IceValk Entertainment since 2004; after an outflow of people, production was on hold. I joined in August 2007, took the source and simply finished the game so that it was ready to ship on Halloween the same year.

buy the game for 5 US $ via share*it
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Relation-free context models for word sense disambiguation using common sense

student research project

Details

Type
algorithmic model / disambiguation approach
Field
Computational-
Linguistics
Key features
based on common sense
relation-free
Involvement
09.-11.2011
Reviewer
Jun.-Prof. Dr. Stefanie Dipper

Introduction

In this paper I outline an approach, which can be used to disambiguate nouns in English texts by their local context and then link them to lexical chains. A formal notion of relation-free context models for noun lemmata is introduced as well as an algorithm that describes how to build these models from common sense with the aid of lexical databases. The approach was implemented in JAVA, utilizing WordNet & ConceptNet as knowledge resources; spot-check evaluation was done with the SemCor corpus.

The original title of the paper is "Relationsfreie Kontextmodelle auf der Basis von common sense als integrierter Ansatz zur word sense disambiguation und Bildung lexikalischer Ketten", which translates to "Relation-free context models for word sense disambiguation using common sense as integrated approach for building lexical chains"; the paper is not published and only available in German.

read my paper (PDF, German)
Tuts Plus
For lemmatization, English text is tokenized & processed with the Stanford CoreNLP library. It is the base for the following approach, for which
it is assumed, that the word class (noun, verb, etc.) of each processed word is known beforehand.
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If a noun appears in WordNet to be ambigious (e.g. "orange" could stand for the fruit or the color), a so called context model will be generated.
The model depicts for each sense of a noun a bag of weighted words, which are related to the word for that particular sense. These so called
deep contextes are generated by exploring the common sense data of ConceptNet, with the aid of WordNet.
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For disambiguation of a noun, it's context (model) has to be evaluated against the context of a nearby situated noun. The thesis runs that a
sense is more likely if it highly overlaps with a corresponding sense of a nearby noun. That means, if you e.g. find the word "apple" nearby
"orange", it is more likely that the fruit is meant, just because both words share a certain amount of words indicating the fruit than the color.
Tuts Plus
Two bag of words, depicting completely different senses, are predicted to have a low overlap because the context models are generated to be
as distinct from another as possible. Due to exploited inheritance structures, only very general terms are expected to reside in the overlap.
Tuts Plus
To disambiguate a word (green), nouns in it's neighbourhood will be evaluated. If nouns share an overlap with the context model of the to be
disambiguated noun (yellow), a discounted score (dependent on the text distance) is accumulated for the best-matching sense. Afterwards, the
final word sense is that one with the highest score.
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Trixie in Fairyland

musical game

Details

Type
fairy shoot'em up
emo love'em'up
Key features
musical parts
ingenious voice acting
Contribution
programming
Involvement
one long night in June 2007 at Dusmania 9
Co-Worker
Sven Paroth (graphics), Thomas Kössler (voices)

Introduction

Trixie is a fairy and lives in Fairyland - a nice little place filled with fairies, love & music. One day, the fairies encounter a little boy called Michael. And since the fairies are as sweet as candy, they decide to welcome Michael like they always do - with lovely hugs and kisses. However, Trixie and her cuties have a little bit of a problem with that: Michael is an Emo!

He wears black, has a dry sense of humor, a pale face - and love is such a cheesy thing to him. Thank goodness, his favorite toys are with him... Michael's razor blades!

Trixie in Fairyland is neither a game, nor a musical - it's both! Together with Thomas "Spike" Kössler (voice acting, sounds & music) and Sven "Kiyaku" Paroth (environments, character design), we created an outstanding absurdity in under 10 hours overnight at the Dusmania 9 game developers meeting in Summer 2007. The game features four boss fights in which you play the role of Trixie the Fairy and Michael the Emo. You'll experience thrilling chant, rythm & dance - and a grand finale, in which you have to pull the trigger all the way to take that Queen of Fairies down!

download game installer
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About Me

Introduction

Hey, my name is Christian (26yrs) and I am going to obtain my master's degree in computer sciences by the end of this year (Ruhr-Universität Bochum, Germany). After the completion of my studies, I seek an in-depth internship in the games industry and then a job in the Ruhr area. I have been working as a student assistant at the Chair of Software Engineering for about 3 years now, supervising exercises and exams of advanced lectures.

The core competencies I acquired during my studies are generally situated in the fields of software engineering, neuro sciences and computational linguistics; in particular: model-driven engineering, pattern recognition, face recognition and machine learning. As part of my bachelor thesis, I developed a method to estimate the position & pose of the head in color video sequences.

Besides, I have been acting as a game developer for the past 7 years and run my own business since summer 2011. In addition to many different private and freeware projects, I was able to participate in some commercial productions in the casual- and mid-price segment. In addition to common technical requirements in the industry, I also have some skills in design & content production, allowing me to cover all parts of a complete game production, with the skillful help of long time fellow developers and -artists.

I'd love to chat about job opportunities, projects I've worked on, code sample requests, Borussia Dortmund or good old N64 games!

contact me

view my portfolio

Tech & skills

A8 engine pro
99
C/C++
92
Corel X5
87
JAVA, JSP
85
HLSL
82
Cinema 4D R13
81
PhysX 2.x
80
FMOD 3.75
78
Eclipse, VS 2005
75
SVN
70
PERL
65
FIFA Soccer 12
13.75

Contact Me

Contact Information

Address
Gurlittstrasse 51 44287 Dortmund GERMANY

Contact Form

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