In order to familiarize myself with the Godot-Engine I started developing a turned based strategy game,
akin to Advance Wars or Fire Emblem.
Currently development focuses mostly on creating a framework, with theme and visual identity to be defined
later. As of now there is a general framework to define units, maps, attack interactions, as well as
movement and turn management.
State as of 05. January 2024
Do You? Like Me!
Type
Art Performance
Location
Pathos Theater München
Participants
Magdalena Hofmann, Jonas Höffl, Denis Weitmann, Anna Lechner, Luca Türk
Do You? Like Me! was a dance performance conceptualized by Magdalena Hofmann, reflecting on the topic of
beauty standards as represented in social media.
Combined footage from main and general rehearsals highlighting the projection and user interaction
For this performance I created an interactive app, that allowed the audience to influence the outcome of
the performance. Audience members could like and dislike images posted by the performers, comment on questions
and react to comments.
The audience app demo
In addition to the the audience client available on the web, which was developed in Flutter, I created the
the projection visible during the performance using Unity. The server was developed in ASP.NET and hosted
on Azure Cloud App Services.
LiveFrame - Interface to control the projection and some server functionality made in Unity
Ravensburger AG
Working at Ravensburger, I take part in the development of mobile and desktop apps using Unity Engine.
You can take a look at the app catalogue on Google Play.
In addition to named specifically below I worked on updates for the Brio Smart Tech app and the TipToi-Manager, as well as doing
maintainance work on legacy apps such as Scotland Yard Master or Take it Easy.
One project I am especially proud of is the Gravitrax app, which allows the user to build marble tracks and simulate the runs to
a great degree of realism to plan out their physical tracks.
For this app I integrated new pieces into the system, some of which required animation and scripting, while others allowed me to practice
my 3d modelling skills for non-visual meshes. As with most apps I also participated in general product maintainance.
The Brio Smart Tech app is another companion app to a physical toy. Here children can control their toy trains and record
custom sounds for their train stations and tunnels.
For this app I got the opportunity to implement some custom audio effects that are applied for specific tunnels, which was a interesting diversion
from business a usual.
Last but not least, the Puzzle World is one app I joined during an early
state of development. Here I did frontend work using Unity's UI system.
Spacestation Laika
Type
University Project for "Introduction to Games-Engineering"
Semester
WS 2017/2018
Participants
Alexander Gretschmann, Luca Türk, Lukas Schneider, Samuel Knoethig
Techstack
Unity
Blender
git
Spacestation Laika was our project for the "Introduction to Games-Engineering"
course during the first semester at TUM.
It's a platforming first person shooter with bullet-time and
time-reversal mechanic.
Set on a retro-futuristic space station, the player has to fight of robots and
collect keys to exit the level.
My contribution included the modelling of the assets and level, and the
implementation of the gameplay logic.
The level design was done by Lukas, while Samuel implemented the character
controller. The GUI was done by Alexander.
TsunamiViewer
Type
University Project for a practical course on tsunami simulation
TsunamiViewer is a project I created for a practical course on Tsunami Simulation,
that allows the visualization of tsunami data provided in NetCDF fromat on a globe model.
The viewer was implemented using OpenGL.
Olga and Maximilian created the tsunami simulation software providing the data to the viewer.
Settlers of Sogamingen
Type
University Project for the "Social Gaming" practical course
"Settlers of Sogamingen" was our project for the "Social Gaming" practical course.
In line with the problem statement we created a city-building strategy game that allows
player to create settlements in the real world.
When other players settlements are discovered while exploring, trades can be initiated and
players can set up constant trade routes.
To add a mobile context, the environment in the city building part of the game is based
on the surounding area, by transforming the map image into a tilemap.
For this game I created the client-side netcode, the map overview using MapBox SDK as well
as the trade screen UI. Samuel worked on the server, while Lisa and Lukas created the city building
part of the game.
Special thanks goes to Severin Heller and Jana Zwillsperger for creating the assets for the
game.
Bavaria One
Type
Semester GameJam WS 2018
Semester
WS 2018/2019
Participants
Patrick Hein, Demian Jörden, Lisa Kaldich, Markus Klaus, Anastasia Pomelova, Jakob Scharrer, Luca Türk
Techstack
C#
Unity
Blender
git
Bavaria One was our project for the Semester GameJam during the winter semester 2018/2019.
Satirizing comments made by bavarian prime minister Markus Söder to strengthen bavarias
involvement in space exploration at the time, it allows players to settle on mars and build
a truly bavarian project: the third Stammstrecke.
In addition to the basic gameplay of building cities and connecting subway lines, it notably
features a bavarian city name generator with great results such as "Neu-Überunterhopfenbach".
While the game failed to win any prices, it was given an newly created unoffical title of
"Funniest Game" by the jury.
The Heart of the Forest
Type
Hobby Project
Time
Winter Break 2020/21
Participants
Luca Türk
Techstack
C#
Unity
A simple hobby projected created in Unity.
Check out the game here. (There is some input lag when playing in Chrome, try Edge for better results)
Smart Scene is a Unity package for the analysis of scene geometries created for my Bachelors Thesis.
The package allows the generation of a uniformly sampled grid mesh structure of the walkable area of
any Unity scene, deduced from the Unity NavMesh.
The GridMesh seen here on the right is deduced from the NavMesh pictured on the left.
On top of this structure a number of evaluation tools were implemented, notably evaluating the visibility between arbitrary
map areas using a Monte Carlo approach, and the distances from the spawn points of two teams. These tools were implemented to fit Counter-Strike type gameplay,
the basic package however can be used to implement analysis tool for a large variety of games.
Evalutation of the visibility from the area marked on the left to the rest of the map.Evaluation of distances to the spawn points of two teams. Areas reachable in a given timeframe can be visualized.Using additional tools, evaluations can be combined and reused. Here the area reachable by one team is used as a source area to a visibility evaluation.
Check out the thesis and project linked above!
Education
Universität Würzburg
Mensch-Computer-Systeme B.Sc
From 2014 to 2017 I studied Mensch-Computer-Systeme (Human-Computer-Systems) with a focus on
Human-Computer-Interaction at the University of Würzburg, without attainig the diploma.
2014 - 2017
Technische Universität München
Informatik: Game-Engineering B.Sc
Check out my bachelor's thesis
"Gameplay Analysis of Competitive Games to Support the Game Design Process"
on the
faculty
website
and on github.
2017 - 2020
Informatik: Game-Engineering M.Sc
After attainig the Bachelors diploma I started studying in the Game-Engineering masters course at TUM.
With measures to fight the Covid-19 pandemic ongoing and on-site teaching suspended, I decided to postpone
further studying and entered the job market.
WS 2020/2021
Work
Ravensburger AG
Junior Software Developer
Starting in early 2021 I joined the App Development Team at Ravensburger Digital Center in Munich.
Working on app such as Gravitrax, Brio Smart Tech or the Puzzle World, and maintaining many others.
C#
Unity
Blender
Jenkins
git
Bitbucket
Jira
04/2021 - 11/2022
IABG mbH
Software Developer Serious Games Visualization
In November of 2022 I started as Software Developer Serious Games Visualization at IABG in Ottobrunn.