RoomA WebGL test

Nov 7, 2021
Here's a WebGL build of an old demo project i revived recently. A couple of weeks ago i started to migrate the project to a current Unity version and reboot the whole code part to be able to expand it to an interactive escape room style

Jetman Tom | A Retro Remake of Jetpac

Nov 5, 2021
Just put a fully playable Jetman Tom build online (WebGL ). This is my as-close-to-original-as-possible remake of Jetpac for the ZX Spectrum from 1983. The original was created by the Stamper Brothers and came with my ZX Spectrum when i finally was able to effort one

Neighbours back From Hell ( PC, Xbox, PS , Switch )

Jun 20, 2021
I was contracted beginning of 2019 to the end of 2020 to program the remake of this Jowood classic from 2003. Together with Mig Marn ( artwork ) and supported by Michael Paeck ( game console specific coding ), we achieved what i think is a

I'm not dead ! But busy working on and in VR ...

Jul 20, 2017
Just wanted to raise my hand to reveal that i'm not dead :-) Quite the contrary! Currently i'm busy developing an advanced VR Viewer/Presenter framework based on Unity. This is in no way a sandbox effort. Quite the contrary. The framework is immediately put to use

Caveman animation re-rendered ...

Jan 6, 2017
Here's a rerender of my old Caveman animation using the 3ds Max's built-in hair&fur solution and featuring dynamics this time. There's some hair -flickering going on. This might be the result of too high hair material glossiness or too low AA sampling settings.

Unity Demo Room Update to Unity 5 (Enlighten) & SSR

Aug 24, 2016
A quick update of my Unity Demo Room project: Rebuilt ligthmaps using Unity 5's Enlighten GI engine, added some fancy realtime lighting effects and SSR ( deferred screenspace reflection ). Stay tuned for more updates and improvements over the coming weeks. Still requires the Unity webplayer

MAXToA - Arnold for Max render plugin announced

Jul 27, 2016
Autodesk finally announced the MaxToA rendering plugin at Siggraph 2016. I had much fun testing this really capable renderer.Read more about it and the great achievement the 3ds Max devs were able to pull off in a relative short timespan. http://area.autodesk.com/blogs/the-3ds-max-blog/max-to-the-power-of-arnoldhttp://area.autodesk.com/blogs/the-3ds-max-blog/maxtoa Without much additional chitchat, here's

Proof-of-Concept for a 3d Mobile Building Game

May 25, 2016
A client showed interest in developing a Realtime Strategy Title on Mobile and whether it would be feasible to do it in real 3d, not the usual 2d/sprite based manner. Hence i quickly drafted this proof-of-concept App ( which runs perfectly fine on iPad/Android). In the

Ultra-lowpoly Walkcycle Tests...

May 25, 2016
Here are two character drafts i created some time ago for mobile games i started to develop... https://www.frogsinspace.at/wp1/wp-content/uploads//2010/07/Yeti_Lookie.mp4[/video] https://www.frogsinspace.at/wp1/wp-content/uploads//2010/07/Yeti_Lookie.mp4[/video]

Penguin X Run 2 - 2015 Refactoring

Nov 17, 2015
Massive update and refactor of Unity based game PenguinXrun. This includes new 3d models, brand new UI, localization support, extended control schemes including gamecontroller, onscreen joystick and a multitude of improvements and bug fixes. Additionally the game is now almost completely platform agnostic and can be

Yetisport's Yeti for Unity

Nov 16, 2015
Some time ago i was asked to transfer the furry Yeti creature from the well known Yetiports Flashgames into a realtime capable 3d character. Realtime in the means of being playable on an iPhone/Mobile platform with limited realtime power. The task turned out to be not

Experiment: Using Lucid Beta to shrink-wrap Geometry

Nov 6, 2015
3ds Max fans may know this already: Well known 3ds Max tools developer Ephere is currently busy integrating Nvidia's Flex particle simulation technology into 3ds Max. They pump out beta versions at a quite fast pace. Since i applied to the beta some time ago, i

Jetman Tom | Retro Remake ( Working Title )

Sep 21, 2015
A retro-remake project i started working on in 2013. Still only WIP and currently on hold. Original levels using retro spriteset are playable. Prerendered 3d spriteset is in the making. Features quickly swapable spriteset and flexible level generation ( platforms, enemy waves, rockets - all are

Yetisports 1 - Remake of the classic Flashgame

Nov 18, 2014
In 2013 and again 2014 for an update, i was contracted to refurbish the gameconcept of the flashgame classic "Yetisports". I was given almost unlimited freedom for some new ideas and visual concept. Of course budget restrictions where tight. So i came up with this game

Yetisports 4 - Albatros Overload

Feb 18, 2014
Another contract based casual game port. Now based on Part 4 of the classic Yetisports flashgame series. One of my first takes on a 2d sprites based Unity game. But still the environment is full fledged 3d, as seen in the screenshots. Originally this game was

Some old animation clips ( 2005-2008 )

Nov 18, 2011
Here is an unsorted collection of some past demo clips.All of them show results of complete solo efforts (except mentioned otherwise) "Caveman Golf" - Caveman Anim, 3ds Max "Caveman Jump" , Gameplay Video, Flash, 3ds Max "Caveman Jump" , Gameplay Video, Flash, 3ds Max "Simpsons" ,

PenguinXRun 1 - Start to Finish Mobile Gamedevelopment

Oct 13, 2011
Coding and Parts of Game Design ( iPhone, Android ) Production of mobile game, which got listed as "Game of the Week" on the Apple AppStore several times. I did the coding, visual polishing and overall game look&feel in a very very tight deadline ( 2

Three quick Unity demo projects ( created in a week )

Jun 27, 2011
For quick demonstration purposes , i created three demo-levels in Unity. Lightmaps were created and baked in 3ds Max (no Beast used). Texturesizes are quite limited, as the demos are/were meant to be playable on weak mobile devices. Will rebuild everything using all the fine lighting

Various Mobile Games with Unity

Apr 13, 2011
Several Casual Mobile Games Complete contract based solo productions of three iPhone 3d games for Root9: "Drunken Klaus 3d", "Drunken Santa" and - ahem - "SexyDance 3D" ;-) (3ds Max, Unity ) Videos: [flash https://www.frogsinspace.at/movies/drunkenklaus_gameplay_short.flv w=240 h=360 mode=0 caption={Drunken Klaus 3D} f={mute=true&shownavigation=true&autostart=true&smoothing=true}] [flash https://www.frogsinspace.at/movies/drunkensanta_gameplay.flv

MassFX - 3ds Max Betatesting and Unity PhysX test

Apr 10, 2011
As i'm betatesting upcoming 3ds Max versions for Autodesk, i assembled a demo/testscene for the new physics tools inside of 3ds Max 2012. Unity uses the PhysX engine too (like MassFX), so i setup a realtime scene in unity to compare them both. See the screengrabs

Some unsorted works

Nov 10, 2008
Some unsorted renderings plus work for an interactive realtime art-installation for Superfund on the topic of "Stock Exchange". Concept by Sylvia Eckermann. I did the design and programming on parts of the installation . (3ds Max, Unity ) Stills: Gameplay

Candyswap - another Match 3 Clone

Nov 10, 2008
After PopCap ( "Bejeweled" copyright holder) got aware of the previous listed "Gembox" game, i was contracted to rework and re-theme the complete game again. So i came up with the "Candy" idea and it got a great acceptance on the client side.(3ds Max, Flash) Stills:

The Simpsons Game - asset creation for a Simpson game

Nov 10, 2007
Modelling, animation and rendering of the original "Simpsons" characters according to strict 20th Century Fox style-guides (including Matt Groening himself). Additionally production of 3d ingame environments and cutscene sequences.(3ds Max, Flash) Stills: The Simpsons Movie: Ingame-cutscenes The Simpsons Movie: 3d Models

Generic Motor Distribution GmbH

Nov 17, 2005
Motorscooter and ATV producer Generic Motor contracted me to visualize their new scooter model "Ideo". Using minimal budget i took the original CAD data ( Pro/ENGINEER ), stripped and edited the very detailed model to make it usable for visualization. Within a few weeks a 6
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