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Marbel Revolution

2428 days ago by pixtur

Driven by the idea to use a mobile phone's gyrosensor for gaming bit-side reinvented a very old game concept and combine this this unseen 3d-graphics on mobile symbian phones. I was responsible for the graphic and level design.

A well known game distributor was so impressed, bit-side got the job for the remake of "Marble Madness" on mobile phones soon later.

Snake 3d

2608 days ago by pixtur

Bit-side got the idea of turning the playground of a classic game concept onto a 3d world. This would have been something... Damn it.

Blood fist

2941 days ago by pixtur

Hui, this was fun!


Weird figure (2004) - Concept skribble for "Blood fist"


Blood fist (2004) - Art work

Ingame (2004) - Mockup for "Blood fist"


Fat enemy (2004) - Screenshot of "Blood fist"

Select player (2004) - Screenshot of "Blood fist"

Taxi-Fever

2941 days ago by pixtur

Bit-side developed Taxi Fever for an advertising campaign of debitel. It was so successful that we also ported the game to Flash for Cebit 2004. For me this was project was like a time tunnel back to old school: Doing game design under under the extremely difficult restrictions of early mobile phones felt just like programming the KC87.


Taxi-Fever (2004) - Screenshot of Flash version

Ingame scene (2004) - Screenshot of Flash version

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onAir

3117 days ago by pixtur


Lazy killer bee (2003) - Concept art for "onAir" / pencils & photoshop

For a very urgent deadline, I designed and programmed a flash game for a booth at IFA 2003 within one week. The general idea was to explode all the bubbles before any of them touched the ground. The player controlled a small bee with a gyro mouse.

The game featured some extra weapons and a high-score table.


Start screen (2003) - Game art for "onAir" in Photoshop

Ingame (2003) - Screenshot of "onAir"

Just games

3795 days ago by pixtur


Just games (2001) - Cover design of my thesis

Driven by the contrast between short live time and the increasing documentary and artistic relevance of computer games, I dedicated one and a half year into the study of history, classification, archiving and presentation of computer games and computer hardware.

The academic approach to the subject finally lead into a comprehensible design process and a spacial implementation of a museum complex consisting of institute, archive and museum.

The thesis was rated with 1.0 and suggested for the "Tautstipendium" (i.E. the year's best thesis).

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