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Games & VR

Self-built games and immersive VR experiences. I design, build and ship interactive worlds, from solo Unity prototypes to titles live on the app stores.

Canyon Cruise

Experience my fully selfdeveloped 3D game built with Unity over many months. Explore the downloadlinks and play the game on your phone or right here in the web!

Play the Game
Get it on Google Play
Download on the App Store (currently unavailable) Back soon
Featured reference

Collision Zero

An accident-simulation VR application that rebuilds real, police-documented accidents, letting you relive them from every participant's point of view.

  • XR
  • Pico

How it works

In cooperation with the Fraunhofer Institute, real accident records are anonymized and turned into precise trajectories for every participant. Those trajectories are fused with data from many sources, including OpenStreetMap, the tree cadastre (Baumkataster), weather, time of day and rainfall, to faithfully reconstruct the entire environment in which the accident happened.

You step into the scene and switch between each participant's perspective to see precisely how the accident unfolded. It supports both industry and public-sector cases.

Built for the headset

The entire environment is generated on the VR device at runtime, in just a few seconds, heavily optimized for mobile VR hardware. Making that possible required a range of custom algorithms and deep performance optimization.

The application is designed for non-technical users and children aged five and up, which made UX and UI design a central and demanding part of the project.

My role
Lead Developer, responsible for the full application: architecture, project management, concept & exploration, and UI/UX design.
Partners
Built at Wildstyle Network in cooperation with Fraunhofer IVI.
Funded by

Selected work

A look at the games, VR simulations and the tooling I build to make them.

Game In development

Circle of Defense

PC · Steam · Mobile

A spherical tower-defense game, built on my own moddable JGameFramework.

Defend a planet against relentless, escalating waves of enemies. Build and place towers across a fully spherical world, upgrade your player character, and hold the line as every wave hits harder than the last. Play solo or team up in local co-op multiplayer.

What sets it apart is the tech underneath: Circle of Defense runs on JGameFramework, a game framework I built entirely from scratch. It opens the game to custom mods with custom scripts, and a companion browser-based mod creator lets anyone build new content and share it with others, no local setup required.

Launching first on Steam, with mobile platforms to follow.

Tool / Framework In development

JGameFramework

Tooling · Unity · Open source

A Unity framework that makes games moddable, and hands players a browser tool to build the content themselves.

Making a game truly moddable is hard, especially once custom logic enters the picture. JGameFramework exists to democratize game creation: let developers ship games their community can extend, and let non-technical players add the content they imagine, without touching an engine.

For developers, it does the hard part. A custom mod loader handles loading and injecting custom logic and data at runtime, backed by ready-made Unity systems and game structures you drop straight in. Getting a moddable game up and running goes from a major undertaking to a starting point.

For players, there's the Mod Creator, a browser-based platform that opens right in Chrome and lets anyone add new game content. The clever part: it's generated automatically from the game's schemas. Build your game on JGameFramework and your players get that creator tool for free; you never write a line of it.

It goes further. Every piece of game data can be automatically translated, exposed through a custom interface that AI can drive too. That means AI can add or draft new content fast, turning a rough idea into shareable game content in minutes.

It's proven in practice: Circle of Defense is built on it and ships soon. The framework is open source on GitHub, and the Mod Creator platform is already live (it just needs a shipped game and its schemas to drive it).

Tool / Framework In development

Editor & Pipeline Toolkit

Tooling · Editor extensions

Custom editor tools and asset-pipeline automation.

Over the years I've written a number of custom editor scripts for Unity that enable professional game creation and advanced editorial tooling. They span from custom game systems to improved build pipelines to AI integration, as well as game-marketing tools and usability improvements for the Unity Editor.

They reach much further than just Unity. I also maintain a number of tools for Blender and for optimizing game assets, as well as custom web tools for certain steps in the asset-creation workflow.

Got a project in mind?

Let's talk about games, VR or the tooling behind them.

Get in touch