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By Thorsten

On 31, Jul 2020 | In | By Thorsten

Iron Harvest

My responsibilities included

  • staging of ingame cutscenes, incl. camera
  • editing and effects work
  • organizing and controlling internal and external asset and animation production
  • quality assurance

By Thorsten

On 01, May 2017 | In | By Thorsten

Black Mirror

Content Integrator at KING Art Games

My responsibilities included

  • Creating compelling camera angles for interactions and dialogs with excellent pacing, acting, and timing
  • Creating compelling dialogs with excellent pacing, acting and timing
  • Balancing quality with efficiency when working under tight deadlines.
  • Following and maintaining pipelines and technical requirements.

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Schäferstündchen AdventuresSchäferstündchen AdventuresSchäferstündchen AdventuresSchäferstündchen AdventuresSchäferstündchen AdventuresSchäferstündchen Adventures

By Thorsten

On 14, Jan 0014 | In | By Thorsten

Schäferstündchen Adventures

Thesis in transmedia/games

My responsibilities included

  • First draft of story outline
  • Building the game in Unity (using Adventure Creator)
  • Communicating with all departments (Concept Artis, Writer, 3D Artists, Sound Design, TD and Texture Artist)
  • Managing schedules, budget as well as scope of the project
  • Organizing playtests
  • Keeping the vision of the project

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Silicon ValetSilicon ValetSilicon ValetSilicon ValetSilicon Valet

By Thorsten

On 12, Jan 0012 | In | By Thorsten

Silicon Valet

Student project at Filmakademie Baden-Württemberg

My responsibilities included

  • Working on the core game design with students of different backgrounds
  • Communicating with illustrator
  • Initiating play tests
  • Communicating results of play test with team
  • Coming up with a silly pun that works as the game title
  • Communicating with copy shop for the final print
  • Finalizing/polishing of the prototype

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Escape The Mind – VREscape The Mind – VREscape The Mind – VREscape The Mind – VREscape The Mind – VR

By Thorsten

On 11, Jan 0011 | In | By Thorsten

Escape The Mind – VR

Student project at Filmakademie Baden-Württemberg

My responsibilities included

  • Planning and managing the 4 days of development during a hackathon
  • Prioritizing tasks and assigning them in the team
  • Working on the core game design with students of different backgrounds
  • Initiating play tests
  • Communicating results of play test with team
  • 360° Sound Design (in Tazman-Audio Fabric for Unity)

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The Astro NaughtiesThe Astro NaughtiesThe Astro NaughtiesThe Astro NaughtiesThe Astro NaughtiesThe Astro Naughties

By Thorsten

On 09, Jan 0009 | In | By Thorsten

The Astro Naughties

Student project at Filmakademie Baden-Württemberg

My responsibilities included

  • Working on the core game design with students of different backgrounds
  • Communicating with illustrator
  • Initiating play tests
  • Communicating results of play test with team
  • Coming up with a silly pun that works as the game title
  • Communicating with copy shop for the final print
  • Writing the manual
  • Finalizing/polishing of the prototype

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Jurassic Park: The Game – Cinematic ArtistJurassic Park: The Game – Cinematic ArtistJurassic Park: The Game – Cinematic ArtistJurassic Park: The Game – Cinematic ArtistJurassic Park: The Game – Cinematic ArtistJurassic Park: The Game – Cinematic Artist

By Thorsten

On 06, Jan 0006 | In | By Thorsten

Jurassic Park: The Game – Cinematic Artist

Cinematic Artist at Telltale Games

My responsibilities included

  • Creating compelling cutscenes and interactive dialogs with excellent pacing, acting, and timing using animation libraries.
  • Communicating with designers and leads to strike a balance between gameplay and visual storytelling.
  • Setting up cameras and actor staging within the scene.
  • Balancing quality with efficiency when working under tight deadlines.
  • Following and maintaining pipelines and technical requirements.

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Back to the Future: The Game – Cinematic ArtistBack to the Future: The Game – Cinematic ArtistBack to the Future: The Game – Cinematic ArtistBack to the Future: The Game – Cinematic ArtistBack to the Future: The Game – Cinematic ArtistBack to the Future: The Game – Cinematic Artist

By Thorsten

On 05, Jan 0005 | In | By Thorsten

Back to the Future: The Game – Cinematic Artist

Cinematic Artist at Telltale Games

My responsibilities included

  • Creating compelling cutscenes and interactive dialogs with excellent pacing, acting, and timing using animation libraries.
  • Communicating with designers and leads to strike a balance between gameplay and visual storytelling.
  • Setting up cameras and actor staging within the scene.
  • Balancing quality with efficiency when working under tight deadlines.
  • Following and maintaining pipelines and technical requirements.

Read more…

Nelson Tethers: Puzzle Agent – Cinematic ArtistNelson Tethers: Puzzle Agent – Cinematic ArtistNelson Tethers: Puzzle Agent – Cinematic ArtistNelson Tethers: Puzzle Agent – Cinematic ArtistNelson Tethers: Puzzle Agent – Cinematic Artist

By Thorsten

On 04, Jan 0004 | In | By Thorsten

Nelson Tethers: Puzzle Agent – Cinematic Artist

Cinematic Artist at Telltale Games

My responsibilities included

  • Creating compelling cutscenes and interactive dialogs with excellent pacing, acting, and timing using animation libraries.
  • Communicating with designers and leads to strike a balance between gameplay and visual storytelling.
  • Setting up cameras and actor staging within the scene.
  • Balancing quality with efficiency when working under tight deadlines.
  • Following and maintaining pipelines and technical requirements.

Read more…

Sam & Max Season 3 – Cinematic ArtistSam & Max Season 3 – Cinematic ArtistSam & Max Season 3 – Cinematic ArtistSam & Max Season 3 – Cinematic ArtistSam & Max Season 3 – Cinematic ArtistSam & Max Season 3 – Cinematic Artist

By Thorsten

On 03, Jan 0003 | In | By Thorsten

Sam & Max Season 3 – Cinematic Artist

Cinematic Artist at Telltale Games

My responsibilities included

  • Creating compelling cutscenes and interactive dialogs with excellent pacing, acting, and timing using animation libraries.
  • Communicating with designers and leads to strike a balance between gameplay and visual storytelling.
  • Setting up cameras and actor staging within the scene.
  • Balancing quality with efficiency when working under tight deadlines.
  • Following and maintaining pipelines and technical requirements.

Read more…