Portfolio of Nicolas Brueckner

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Prototype Ascension

In this game, players ascend a tower as a spherical drone capable of clinging to walls and utilizing latent energy to leap in any direction while navigating obstacles and various challenges. I developed multiple gameplay elements, progressively enhancing their complexity to demand more precise jumps, tighter timing, and combinations of challenges. This was my first major project outside of university coursework, intended as a platform to apply and test my knowledge in software architecture. I began with simple gameplay concepts, which allowed for flexible experimentation and ideation. However, this openness initially led to some feature creep, which slightly slowed down development. I created all the assets and code independently, using only royalty-free music from an online pack. Experimenting with custom shaders was particularly enjoyable. While I could have saved time by using existing Unity assets, I prefer these projects as opportunities for learning and experience.

FlowField Survivor

This project was inspired by games like Vampire Survivors and drew heavily from that genre. It was developed as part of my bachelor’s thesis, which focused on implementing flow field pathfinding in a similar game style. The game includes genre-specific elements such as a plethora of enemies, a variety of combinable weapons, and a structured leveling system. Although the primary aim was research rather than gameplay, I personally designed all assets and systems. In retrospect, this approach might not have been the most suitable for a scientific study, but it provided a substantial learning experience.

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Lobby
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float
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Allgäu Jump

Towards the end of my studies, I collaborated with three peers on a group project to develop a game that fused elements of Doodle Jump and Super Smash Bros. In this multiplayer game, up to four players compete to scale a mountain by jumping on procedurally generated platforms, leveraging unique character abilities to outmaneuver opponents. My primary responsibility was designing the procedural algorithm for platform placement, ensuring each platform was accessible while maintaining a varied and interesting level design. Additionally, I contributed to creating the voxel-based background and debugging character abilities.

Adventure Island

Adventure Island was my first academic group project, involving a team of around 20 people. The game focused on solving puzzles across islands themed after the four seasons. I collaborated with three others on the “summer” island, where we implemented two small puzzles requiring players to explore the area. Since roles weren’t formally assigned, I contributed to various aspects of the project, including 3D modeling and coding. This experience showcased our foundational skills at the time and provided valuable insights into teamwork and game development in a larger group setting.

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