Welcome, nice to see you!

I’m Oli, a cheerful and motivated game developer with over 5 years of professional experience and a soft spot for plants and skateboarding.

Being responsible for delivering content for a triple-A live service game and successfully shipping several multiplayer titles helped me hone my skills to design, implement, and especially own a variety of game mechanics.

PAYDAY 3

… is a high-octane, co-op FPS where you and three friends join the Payday gang to plan and execute a multitude of heists, ranging from your local bank, to jewelry stores and art galleries. Whether you manage to steal the loot under the guards noses or go in guns blazing and take everyone hostage is completely up to you. Happy heisting!

My work includes:

  • owning, designing, implementing and balancing weapons and other player-related systems

  • cooperating and organizing with other teams and disciplines to realize new content

  • helping to estimate resources required

Off the Grid

… is a cyberpunk Battle Royale where you shape the story and the gameplay. Dive head first into the heat of a covert corporate war unfolding on a dystopian tropical island. You’ll be sent on head-spinning assassination and sabotage missions, to ensure power remains within your chosen faction.

My work included:

  • designing, implementing, balancing and debugging different features I owned (various gameplay abilities and HUD elements)

  • translating design concepts and prototypes into technical documentation needed for engineers and QA

  • advising other teams on technical costs of game features, helping to estimate resources required

The Angry Birds Movie 2: Prank Attack VR

… is a VR multiplayer coop tower defense game, where players find themselves playing as birds, holding back waves of piggies by launching different everyday items at them using giant slingshots.

My work included:

  • designing and building a system that would allow for camera sequences to be triggered whenever the gameplay required it

  • creating said sequences to capture the action during gameplay

  • implementing a spectator widget, displaying information and stats about the players and the match

Deutsche Bundeswehr: VR Training Simulation

… is a VR multiplayer co-op simulation built for the Deutsche Bundeswehr. It was realized with an optical tracking system and backpack pc's to enable free roaming within a 10mx10m play area.

My work included:

  • implementing force feedback the players receive through haptic vests and a G36 replica with gas powered recoil

  • building a statistics system to keep track of various data, such as targets hit, rounds fired/hit, as well as displaying this information for individual performance analysis

  • creating spectator camera sequences and a user interface so bystanders can closely follow and discuss the play session

Zombyte I & II

… is a VR multiplayer co-op shooter game, where players fight off massive bosses and hordes of enemies infected by the zombyte virus. Teamplay and good use of power ups are key to survival.

My work included:

  • designing and implementing AI behavior for the basic zombie enemies and the end boss fight

  • integrating several different power ups

  • controlling force feedback the players receive through haptic vests and the controllers

Core Plugin

… is Hologate’s in-house unreal plugin that serves a base for all currently in development and upcoming projects.

My work included:

  • designing and building all core features that are used across projects, such as establishing a server-client connection, seamlessly traveling between levels, ensuring validity of essential data, supporting all current platforms (Arena, Blitz, X)

  • extending the unreal engine editor with custom windows and functionality to improve and facilitate usage of the plugin

  • documenting the code structure for future developers as well as creating a guideline on how to use all the features

Hyper GP

… is a VR multiplayer racing game, where players sit inside a motion simulator called Hologate: Blitz. They will race AI opponents, their friends and the best track time.

My work included:

  • designing and implementing the racing AI

  • reducing motion sickness, induced by the combination of VR and a motion platform, by using various techniques to trick the brain/inner ear

  • improving the spectator system for more dynamic camera sequences

  • building a formula 1 style spectator UI with a minimap and live player rankings

Captain Cook

… is a VR multiplayer co-op cooking game, where players find themselves on a pirate ship preparing and serving meals to a hungry crew. Since not all ingredients to finish an order are available to every player, teamplay and communication are essential.

My work included:

  • prototyping gameplay mechanics and level layouts to figure out what feels good

  • implementing camera sequences and a UI for the spectator screens

Simurai Arena

… is a VR multiplayer PvP shooter game where players have to capture and hold towers to accumulate points. The highest scoring player/team wins.

My work included:

  • reworking weapon mechanics (shooting/collecting power ups/teleporting onto towers)

  • enabling players to (re-)claim towers

  • handling player dying & respawning

  • implementing two game modes (FFA, TDM)

Rig Rebels

… is a VR multiplayer PvP shooter game set on an oil rig, where players move around the environment by using their hands to hold onto and climb up pipes and ledges. Points are earned by collecting a resource spread across the level and finishing off other players.

My work included:

  • implementing camera sequences and UI for the spectator screens

  • building a respawn system that would prevent so called spawn trapping from happening

  • creating a scoring system and leaderboard