Multifarious
This prototype was created as part of our bachelor thesis at the * ZHdK and it revolves around a mycelium network which is trying to survive by merching with nutrient rich plants or other fungi species and fending off it's predators by doing so.
This prototype was created as part of our bachelor thesis at the University of the Arts in Zurich and it revolves around a mycelium network which is trying to survive by merching with nutrient rich plants or other fungi species and fending off it's predators by doing so.
Unity, Blender, Houdini, Visual Studio, Photoshop, Procreate, FMOD, Notion, GitHub & GitLab
Multifarious was developed within 3 months in 2023.This includes the entire process, from research to final product.
Multifarious is a split screen multiplayer game and runs on PC and Apple Computers .
Music: Reina Burkhalter
Coding: Luca Imesch
Art: Anja Irniger
Technical Art: Anja Irniger & Luca Imesch
I was responsible for all the visuals, the mycelium tessellation shader and it’s growth animation.
Projected Dreams
Projected Dreams is a charming jigsaw puzzle game with an emphasis on a casual and stress-free gaming experience. I was responsible for creating the photograph illustrations which can be found in the photo book that the game utilizes to tell it's stoy and which is simultaneously used as a level selection menu.
Projected Dreams is a charming jigsaw puzzle game with an emphasis on a casual and stress-free gaming experience. I was responsible for creating the photograph illustrations which can be found in the photo book that the game utilizes to tell it's stoy and which is simultaneously used as a level selection menu.
I mainly used Procreate and Adobe Photoshop. Later on in the project I replaced Photoshop with Affinity Photo.
Most photos took 3.5-5 hours to complete.
Projected Dreams runs on PC and Apple Computers .
I was responsible for all the photograph illustrations. The title art of the video thumbnail was done by Dana Senn.
3015 - digital painting
This painting was made with Procreate and an iPad pro, during my free time while studying in 2022. I casually worked on it during my lunch breaks, with no specific time frame or assignment date. It took me an estimated 40 hours to finish.
This painting was made with Procreate and an iPad pro, during my free time while studying in 2022. I casually worked on it during my lunch breaks, with no specific time frame or assignment date. It took me an estimated 40 hours to finish.
This painting was made with Procreate and an iPad pro.
It took me an estimated 40 hours to finish. There was no pre-defined time frame.
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This was a personal project and no other people were involved.
Stolen Star
Stolen Star is a game about a tiny robot which sneakes throught the vents of a christmas factory to uncover it's dark secrets. The players may scan and spawn objects to build paths and solve puzzles in order to complete their mission of corporate espionage.
Stolen Star is a game about a tiny robot which sneakes throught the vents of a christmas factory to uncover it's dark secrets. The players may scan and spawn objects to build paths and solve puzzles in order to complete their mission of corporate espionage.
Unity, Blender, Visual Studio, Photoshop, Procreate, FMOD, Reaper, GitHub & GitLab.
Stolen Star was developed within ca 2 months in 2023 during our studies at the University of the Arts in Zurich.
This prototype is a puzzle and adventure game that runs on PC Computers only.
Coding: Julian Maier
Art: Anja Irniger
Music: Reina Burkhalter
I was responsible for the visuals and all the
shaders except for the toon, volumetrics and water shader.
Jimmy Slick
Jimmy slick was created during the Epic Game Jam with the promt «imitation». It is about a Chameleon who got a new job. The only problem is he forgot what the job was actually about and needs to survive his first day at work without being fired. He peeks off his coworker to figure out what the hell he is supposed to do.
Jimmy slick was created during the Epic Game Jam with the promt «imitation». It is about a Chameleon who got a new job. The only problem is he forgot what the job was actually about and needs to survive his first day at work without being fired. He peeks off his coworker to figure out what the hell he is supposed to do.
We used Procreate and Photoshop for the visuals. The game was created in Unity.
This game was created within 2 days at the Epic Game Jam.
Jimmy Slick can be played in browser on Itch.io.
I was responsible for the art of the environment and the start and ending screens. The Coding was done by Luca Imesch. To-Thanh Le created the character designs and interactables.
Watch Out - digital painting
This painting was created for a Game Visuals course at the * ZHdK. We were told to analyse two random paintings and create a screenshot mockup of a fake game with an art style inspired by the two artworks we analysed earlier.
This painting was created for a Game Visuals course at the University of the Arts in Zurich. We were told to analyse two random paintings and create a screenshot mockup of a fake game with an art style inspired by the two artworks we analysed earlier.
This painting was made with Procreate and an iPad pro.
This Mockup was created within a time frame of 1 week in 2020.
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I was the only person involved in this project.
I'm sorry I'm Büsi today
«I’m sorry I’m Büsi today» is a game which we developed during a Game Jam called «The Production Days». This event was held at the * ZHdK. We were asked to develop an easily accessible, asymmetrical multiplayer clicker game, inspired by the visuals of old dating shows.
«I’m sorry I’m Büsi today» is a game which we developed during a Game Jam called «The Production Days». This event was held at the * ZHdK. We were asked to develop an easily accessible, asymmetrical multiplayer clicker game, inspired by the visuals of old dating shows.
Unity, Visual Studio, Photoshop, Procreate, FMOD, Reaper, GitHub & GitLab.
«I’m sorry I’m Büsi today» was developed within 3 days in 2022, during the «Productions Days».
This project is a local multiplayer game and runs on both PC and Apple Computers.
This prototype was developed by a total of 14 people. I was responsible for the illustrations of the backgrounds for the main scene and the rat shop. I also created the upgrade illustrations inside the rat shop.
My light in the darkness
This «interactive toy» was designed during an animation course at the * ZHdK. Everyone was asked to design 66 creatures so we could later on pair up with a classmate and create an interaction between two of our characters. The mug character is capable of creating a beam of light while the snake-like creature follows the light like a moth.
This «interactive toy» was designed during an animation course at the * ZHdK. Everyone was asked to design 66 creatures so we could later on pair up with a classmate and create an interaction between two of our characters. The mug character is capable of creating a beam of light while the snake-like creature follows the light like a moth.
Unity, Blender, Visual Studio, Photoshop, Procreate, FMOD, GitHub & GitLab.
This prototype was developed within 2 months in 2022.
This «interactive toy» runs on PC Computers only.
Coding: Anja Irniger
Art: Anja Irniger & Anja Schrodin
Sound Design: Anja Schrodin
The mug character,
the liquid shader and the coding
of this prototype were done by me.
Heels n' Feels
Heels ‘n Feels is a queer, visual novel about a group of friends which try to cover up the crime they accidentally comitted while heelying at the skatepark. This game was developed by our entire class at the * ZHdK for one of our courses.
Heels ‘n Feels is a queer, visual novel about a group of friends which try to cover up the crime they accidentally comitted while heelying at the skatepark. This game was developed by our entire class at the * ZHdK for one of our courses.
Unity, Visual Studio, Photoshop, Procreate, FMOD, Reaper, GitHub & GitLab.
This game was developed in a time span of 2 weeks.
Heels n' Feels runs on both Apple and Windows Computers.
This game was created by a total of 18 people.
I was responsible for the backgrounds and for the
art style and therefore also for the art guides.