Retrieved from "http://www.julian-fietkau.de/media"

Media

Game Idea Game

2016-10-03

Game Idea Game

In the typical game design process, lots and lots of ideas are created, iterated, improved, sometimes fleshed out and developed, sometimes discarded. When searching for that next brilliant game concept, it can be very useful to get a few people together for a brainstorming session and just start pumping out ideas and talking about them. Coming up with a wide variety of game ideas is a skill that does not come naturally to everyone, but it is something that can be practiced and trained.

This set of cards was developed to give aspiring game designers those initial sparks. Staring at a blank page can be daunting, so the cards give keywords from various categories that can foster and steer creativity, to be used in any way that gets the ideas flowing.

I created the Game Idea Game for a student project I led at the Bauhaus-Universität Weimar in 2015/2016. After that, it sat on my to-do list for a while, but now it's finally available online.

Revelation Mentis – The first game I ever programmed

2015-06-03

Revelation Mentis – The first game I ever programmed

Revelation Mentis is the first game that I programmed completely on my own.

It is based on the popular top-down action adventures of the 90s (The Legend of Zelda in particular). The task in the game is to be a hero and collect the four parts of a mystical artifact. To that end, obstacles such as bushes and chasms have to be overcome in the randomly generated 2D landscapes. A complete playthrough usually lasts no longer than a minute or two. All of the on-screen text is unfortunately only available in German, but the objectives should be obvious enough.

It was created in 1999 (with a slight overhaul in 2002) using Borland Turbo Pascal 7.0 and symbolizes a milestone in my programming career, but my technical capabilities and my knowledge were of course limited, so the game really has no real justification to be played today at all. My first steps in programming consisted mainly of making changes to existing source code. Revelation Mentis was the first game (and also the first non-trivial software at all) that I wrote completely from scratch. The 629 lines of Pascal code incidentally also hide some bugs that have quite interesting effects in-game, but which I do not expect to ever fix after such a long time...

Revelation Mentis can be played right here on my website. Alternatively, there is a downloadable version, which may for example be run in DOSBox; the source code is also included.

Ink Wars: Gameplay Prototype Footage and Developer Commentary

2012-08-11, Dept. of Computer Science, University of Hamburg

Ink Wars: Gameplay Prototype Footage and Developer Commentary

This video is a demonstration of the game Ink Wars, developed by a team of five students in 2009 and 2010 at the University of Hamburg. It features in-game footage and an extensive developer commentary by yours truly, detailing game mechanics and network code.

Music: Bastian Ruhrmann - Ink Wars Original Soundtrack, Approaching Nirvana - The Way Home (YouTube), melodysheep - Chasing Infinity (Tiberius), Ason ID - Memories, red3yz - dubby, Blackmill - The Light, machinimasound - After Dark, Andrey Avkhimovich - Back in Time, Approaching Nirvana - So Close (YouTube)

Interaction Design Project 2012: Neverball

2012-07-20, Dept. of Computer Science, University of Hamburg

Interaction Design Project 2012: Neverball

On July 11th 2012, participants of the Interaction Design course (refer to the HCI group website) at the Department of Computer Science of the University of Hamburg displayed and showcased the results of their projects. They developed concepts and prototypes of input mechanics for the game Neverball. This video is a collection of the results.

Julian in Minecraft

2012-06-20

Julian in Minecraft

In this video series, I traverse the world of Minecraft while reflecting on various topics within the general vicinity of Human Computer Interaction and related fields. It is thus a mixture between a classic Let's Play series as well as a vlog, inspired by a project by Michael Karbacher.

This project is essentially an experiment with unknown outcomes. Feedback, critique and other external impulses are always welcome.

Intro music: "Itty Bitty 8 Bit" by Kevin MacLeod, used under CC-BY

ZuuL - Development Visualization with Gource

2012-03-13, Dept. of Computer Science, University of Hamburg

ZuuL - Development Visualization with Gource

This video visualizes the development process of our ZuuL game created for the Softwareentwicklungspraktikum at the University of Hamburg in 2009. The SVN log files were processed using Gource and the result was recorded.

Music: Approaching Nirvana - Will Rain

Working with LaTeX

2012-02-02, Dept. of Computer Science, University of Hamburg

Working with LaTeX

"Working with LaTeX" (original German: "Arbeiten mit LaTeX") is the title for a seminar that I have conducted in the fall semester 2011/12 for the Department of Computer Science, University of Hamburg.

The video lectures are collected here.

All videos are published under CC-BY-NC-SA 3.0.

Music: (A) in Mono - Cube-shaped, used under CC-BY-NC 3.0.

Financially supported by the Dept. of Computer Science, University of Hamburg.

UHH Anti-Logos

2012-01-12

UHH Anti-Logos

The University of Hamburg has an official logo that may only be used in compliance with certain guidelines. Notably, (according to the Bureau for Communication and Public Relations, as of February 2010) it may not be used in documents which are published under free licenses (e.g. Creative Commons).

In some document templates, there exists a special place for the logo or it might even be included by default, and its omission would result in an ugly gap. In cases where a total omission of the logo is not desirable (whatever the reason), you could instead use one of these "anti-logos", satirical replacements for the original logo. They're visually similiar to the official logo, but are distinct enough to be immediately recognizable as satire.

I do not use these logos myself, they were created to accompany a talk about OpenAccess and were made (not accidentally) to appear humorous.

Making Of "Software-Wiederverwendung"

2011-11-29, Dept. of Computer Science, University of Hamburg

Making Of "Software-Wiederverwendung"

This is a timelapse recording of me creating the slides for my talk about software reuse, based on chapter 16 of Ian Sommerville's popular book "Software Engineering". Five to six hours of screen recording have been condensed to five minutes for this video.

Tools used: LaTeX, Kile, Inkscape, yEd (shortly), Firefox, evince and probably more. Running Ubuntu Linux 11.10.

Music: Approaching Nirvana with Bangers & Smashed, available on Bandcamp or iTunes.

Interaction Design Project: Neverball

2011-08-16, Dept. of Computer Science, University of Hamburg

Interaction Design Project: Neverball

In the "Interaction Design" course of 2011 at the Dept. of Informatics, University of Hamburg, students for Human Computer Interaction, Informatics and Business Informatics took part in a project centered around the game Neverball. This video presents the results.

University of Hamburg, Dept. of Informatics

Music: Kevin MacLeod, CC-BY 3.0 "Wallpaper", "Cipher", "Slow Burn" (in order of appearance)

RSS