GDD Games

Details to the course:

Details: Johanna Pirker, jpirker | AT |

Game Design and Development II – 2016


Lenga (in space)

The game is just like the party favourite Jenga with a bit of a twist. Special blocks like ice or glue blocks make the game more challenging and the leap controls present a challenge on their own. You play with one opponent in a hot seat game using the same Leap Motion controller. Each player has to select a single block from the tower and tries to shove it out of the tower making the tower unstabler with each turn. The game is lost when the tower collapses, to be more specific when a non selected block hits the ground.

Technologies: Unity Engine, Blender, GIMP and Leap Motion Controller

Credits: Sounds form ambient_loop2 by cubicApocalypse, SlimeAtk by Jamius, PlopEnhanced by edsward, Freeze Frost or Ice Spell by snv1985, Slow Falling by ProjectsU012, Textures from Waterplants0055 by Nocturnal, Textures from UnityAssets: Skybox Volume 2 (Nebula) by Hedgehog Team, PA SciFi Warzone Environment by Popup Asylum




Tugg Boy is a game about the name giving main character. By completing various levels, the main character grows up. Therefore the boy grows to a man over time.
The story influences the design of items or artefacts in each level and how other design aspects in the levels look. Game mechanics are not dependent on the story progress. To win the game, Tuggy Boy has to complete every level and grow up. The style is more or less minimalistic. Wall in one color and one texture for the floor of a level. In contrast to this minimalistic level design are the collectables. These are modeled and designed to look real life objects. The main character is controlled by two inputs. First the virtual reality headset recognizes head movement and allows a player to look around in the 3D world. Secondary input would be a controller (XBOX 360 controller) to move the main character around and to interact with the world.

Technologies: Unity 5 and Cinema4D (for the video Adobe Photoshop, Adobe AfterEffects and Adobe Premiere), Oculus Rift

Credits: Designer and programmer: Patrick Seebacher, Tobias Scheipel, Haris Ziko, Nicole Schuster, Martin Zagar

Link to build:


Your Körs have been stolen by an evil monster. And you have to steal them back.Progress through a multilayered world by activating obelisks and watch the world crumble. Fight through hordes of enemies to suceed.

Technologies: Unreal Engine, Leap Motion

Credits: Rene Fellner, Matthias Gleissenberger, Markus Reiter-Haas, Stephan Stiboller


The Adventurer

My adventures is a low poly exploration game where players can learn about interesting facts of European countries. The game is about an evil wizard who has stolen the most important artifacts from the world and the super hero boy who is trying to get them back.

Technologies: Unity3d, Blender

Credits: Aleksandar Kojic, Milos Kojic, Peter Oberrauner, Elena Ivanchenko

Bright Wish Kevin MacLeod (, Fretless Kevin MacLeod (, Carpe Diem Kevin MacLeod (


Origami Ninja

In a local multiplayer game two players take on the role of a Ninja trying to defend their base and take down the opponents with the power of Origami. There is a wide variety of origami figures you can build, each with its own skills and behaviours. Building them takes time and concentration though so be carefull when you build them as it will leave you open for attacks.

Technologies: Unity, Blender, Wwise, Photoshop, Git

Credits: Christoph Konrader, Thomas Kerecz, Lukas Moser, Yoann Morvan, Burak Gunerhanal


Grumpy Trumpy

Trumpy, an elephant and president of the U.S. in a parallel universe,built a wall, to keep the bad foreigners out of his country. So these foreigners made a drone, and your job is to steal the stones of the wall to build one yourself for keeping Trumpy out. But Trumpy has a good defense system… The game is a 2D sneak game, playable on current Android devices. It is using the tilt controls of the smartphone to steer the drone.

Technologies: Unity3D, Photoshop CC, GIMP, Logic Pro X, Trello, Git, Hangouts, Slack

Credits: Evangelos Andrikopoulos, Dominik Mocher, Verena Schiffer, Stefan Sgouridis, Daniella Todd

Link to build:

The C.E.L.L

You are aboard the space station C.E.L.L., one of earths last research stations in the Articuli Corporis System.
Learn the inner workings of earths space stations to defend yourself from foreign threats like the V-i-r-u-s Group and others.

- The learning concept is set in space, with metaphors to explain the concepts to the players.
- The game combines RTS Mechanics and Building Systems, and combines those with some Tower Defense Mechanics.
- The games graphic style is kept close to the look of actual bacteria and viruses, which makes them easily recognizable when seen elsewhere like a biology textbook.

Technologies: Unity3D, Illustrator, Photoshop

Credits: André Rattinger, Christian Gaisl, Mathias Assinger, Rudolfs Praulins

Link to build:


Game Design and Development – 2016

Run Screaming

Help! Your party is running out of cold beer! And your friends agree: You are the chosen one ,
chosen to save the night . But now you are on the other side of the city, with the desired crate of
beer, but lost in chaos and disorientation. To run fast and not get lost at the same time is
impossible. And worst of all: the beer is getting warm! In order to reach the party on time, help is
needed! Luckily, the party society is at hand via phone to guide you … back to the party … to
deliver the (hopefully still cold) beer … and save the night!

Credits: Anja Karl, Roland Urbano, Peter Grassberger, Stefan More, Lukas Neugebauer


Student Wars – Engineers At Battle

Imagine yourself on a student party. After some drinks you start arguing with your fellow
students how much better your academic study is compared to theirs. You lean your arguments
on the difficult things you learned to impress your “opponents” with their “baby” studies. Our
game „Student Wars: Engineers at Battle” is a multiplayer roundbased
card game where you can relive this situation and beat your opponent with your knowledge over and over again.

Credits: Patrick Johann Hergan, Andreas Kogler, Matthias Reiterer, Thomas Schrotter, Florian Weißensteiner


Ball 51

Ball has met with a terrible fate, he was trapped in a research facility resembling Area 51, can you help him solve all the puzzles and escape? Ball 51 is a puzzle platformer based on physics that aims to make the player familiar with the concepts of gravity, friction, bounciness, magnetism and many more, all done by guiding our main character, Ball, to the exit of a puzzle. The player cannot directly control Ball, but has to assist him by placing certain facilities or power-ups for Ball to interact with. Be careful, as there are many dangers lurking within these space puzzles. Especially watch out for black holes, lava and pitfalls as they will lead to an immediate Game-Over! Face puzzles with increasing difficulty, try to find the method giving you the best time in a level, or just experiment with physics, whatever you do, it’s sure to be an addictive experience for all ages!

Dominik Widnig
Dominik Slanitz
Patrick Hipp
Gottfried Fraißler
Christopher Gallé


Procrastination Day

This game is based on discussions involving several of the smartest minds of our
generation. This includes the inspiring and handsome Andrew H. FarmFarmer,
Steven Blader, Andrew Miller, Matthew Flower and the highly acclaimed John BoldEl.
The goal of the game is to spend a ‘whole’ day (not in real time) avoiding as much
productive work as possible without getting caught from his boss.

Credits: Andreas Hofbauer, Johannes Kühnel, Andrej Müller


Build Energy Efficient Raid-protection (B.E.E.R)

The game is some kind of mazing tower defense with the additional approach, that different towers
need a different amount of energy supply via power plants.
A tower defense doesn’t need a very complex story. To make it a little bit more fun we want to provide
funny enemies. The player is Sepp, the Chief Security Officer (CSO) of the best brewery in the whole
The scenario is that bloody space pirates invaded the planet and try to raid our beloved brewery and
escape with Beer Franz’s beer delivery space ship. In order to avoid that, Sepp needs to build up and
control the automatic defense system of the brewery.
The invaders come from different planets all over the universe. So some of them are from the people of
wine-drinking South-Eastern Styria, some from the nasty people of beer-despising Belgium and so on.

Credits: Srdan Letina
Dusan Malic
Tobias Scheipel
Patrick Seebacher



One of our goal was that even Steven Hawkings could play the game and hopefully he will like
it. The goal of the Game is to remember as much as possible which is also our slogan. In the
Game you will see di erent Scenes and after a Scene you will get a Question about the Scenen
and for continuing the Game your Answer should be correct.

Credits: Alexander Weinrauch
Kurt Nistelberger
Michael Goler
Stefan Papst


TUG Odyssey

The Technical University of Graz plans a new internet presence, and we want to take the chance
and deliver a game for that new platform, that catches the attention of visitors. So it has to be a
small and self describing game, that is easy to play.
The game will be an outer space themed platform game. The goal is to steer the robot through the
orbit, so that he reaches the different parts of TUGSAT‐1. There will be plenty of obstacles that the
robot has to avoid. After rescuing all four parts of the crashed TUGSAT‐1 the game is over.

Credits: Goriup Phillip, Link Matthias


Snowball Fight

Snowball fight is a pixel art action game where users throw snowballs at enemy players, explore the map, collect treasures and consumables and just have fun. On each map the player has the ultimate goal of collecting all treasures and knocking enemies out to win the game. There are several maps with different level of difficulty ending with a boss fight. Each map is in a sandbox format which means players cannot go out of the boundaries of the map and sooner or later they will find enemy players on the map. The maps are going to be full of covers and hidden places. Also there are going to be different types of power-ups that players can pick-up on the map that will give the player special abilities.

Controls are in a form of the click. When the user clicks on the map, the character will go to that position. Also, if the user clicks on an opponent the character will throw the snowball. All in all, everything is being controlled only with one click. At the end of the successfully passed level, the resulting score is defined by remained healths.

Credits: Aleksandar Kojić, Miloš Kojić, Benjamin Buchbauer, André Rattinger


The Base

You find yourself in a strange facility in a locked room. Try to find a way out by finding items and solving riddles. 

3D Models: Matthias Assinger, Thomas Kerecz
Lead Programming: Christoph Konrader
Scripting: Christian Gaisl, Christoph Konrader, Lukas Moser
Lead Game Design: Thomas Kerecz
Game Design: Christian Gaisl, Lukas Moser
Sound Design: Christian Gaisl



The player controls a swarm of drones and navigates it along a sidescrolling world.
Various enemies will obstruct the players path. Green enemies can be destroyed to score points, boss enemies yield huge amounts of points. At the end of a level the player can warp tothe next level. The game goes on until the player loses 95% of his drones. If the player dies the game ends and his current highscore is compared to the all time highscore.
Stephan Stiboller, Markus Reiter-Haas, Samuel Kogler, René Fellner, Mathias Gleissenberger,


The Great Journey Of Paperman

Once upon a time there was a game designer with a desk full of paper and card- board, material for his game prototype. As he opened the window, a wind breeze picked up Paperman and threw him across the desk into Cartontown. He landed on the shores of Coffee River, which seperates Papercity from Cartontown. As an outsider to the people of Cartontown, they are unfriendly and insult him. But Paperman overcomes his bad feelings and helps them with their problems, in hope to find a way back home.

Credits: Oskar Bechtold, Karl Haubenwallner, Dominik Mocher, Verena Schiffer and Stefan Sgouridis


Game Design and Development II – 2015


Graz has been completely overrun by mystical creatures like Cerberuses, Sirenes, Gargoyles, Frozen Pelikans and even the Styrian Panther. Take it upon yourself to find the source of the sudden spawning of these legendary beasts. Walk around in the real world with your smartphone to detect the creatures’ hideouts on your Viech­Scanner to engage and beat them in a round­based fight. You will be rewarded with incredible weapons and consumables and if you are lucky your defeated opponent will even join you in your quest. Equip those weapons using your inventory management system and choose which creatures you want to lead into battle, Trust me, you will need them to beat the mighty bosses that seem to have spawned right out of a history book. So pick up your phone and fight to make Graz the place it once was again!

  • Game Engine: Unity 5
  • IDE: Visual Studio
  • Debugging: MonoDevelop
  • Version Control: GIT
  • Artwork: Adobe Illustrator, GIMP
  • MAP rendering: UnitySlippyMap


  • Programming: Rudi Wagner, David Kastl, Armin Hutzler
  • Animation and UI: Caterina Nahler
  • Map rendering: Dominik Hirner
  • Artwork: Priska Rothammer


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Sunrise Burglary

Sunrise Burglary starts with just a little introduction on what happened and what you have to do. You find yourself in a overview of a small town and can from there enter the first level.

The first few levels are a gentle introduction to the interactive elements of the game, with very few new elements in each level.

Technology: Unity

Credits: Karl Haubenwallner, Lukas Neugebauer, Stefan Lontschar, Juergen Sunitsch, Rahil Haq and Evan Raynolds


caught level0
level1 level2


Momentopia is a mobile economic simulation game featuring geo data for Android phones. It is settled in the middle ages and each player gets a randomized start map to build and manage a town. Resources for further development of the town can be gained either by trading material, by harvesting material (lumberjacks → wood) or by travelling a distance with the phone in real life. The distance is being translated into fund which then can be traded into food or building material. By investing in research the player is able to create a flourishing, productive town.

Technology: The game was built in Unity. All used sprites and interfaces were hand drawn using Adobe Photoshop on a Wacom Intuos graphics tablet.

Credits: Gereon Bodner, Walther Starmuehler, Lukas Krisper


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Project Chronos.

Project Chronos is a new and revolutionary 3D First-person Puzzle Game. You play one of many Robots in an Underground Science Lab. You don’t know much about who you are or what your purpose is. The only thing you know for sure, you have to escape this creepy Lab. But the Lab is full of Dangerous Traps. For surviving this horror trip, you have 3 suits you can use. Each suit has an special ability and color. You can change the color in a suit changer. You have to solve riddles and overcome gorges, and use your abilities to survive. The levels are getting more difficult, from level to level. The game will be available for PC&MAC and later on HTML5. Have fun with our game

Technology: Unreal Engine 4 Blender Quixel Suite Substance Designer + Painter No C++ only Blueprints

Credits: Andreas Lang, Mathias Punkenhofer, Kevin Gruber


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Ast3roids is a 3D revival of the classic arcade space shooter “Asteroids”. In the original game the player had to destroy incoming asteroids by turning in 2D space and shooting them before getting hit. In our remake we add the third dimension to make the gameplay more interesting. Moreover, the player aims by moving an Android device. This way the player has a direct connection to the movement of the ship and hence a better gaming experience. For destroying the asteroids there are two kinds of weapons; an unlimited fuzzy plasma shot and a missile with with limited ammo that recharges slowly, which destroys all asteroids in a large radius around its impact point.

Technology: – Unreal Engine 4 for the stunning graphics and easy to use blueprints Android Device velocity sensors, as input device for steering the space ship

Credits: Jörg Müller, Samuel Kogler, Haresh Vekriya, Stephan Keller


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H+ Isolation

Story: Player Character is half human/half machine and is locked up in a skyscraper-like concentration camp (human/machine bastards are not well liked in this society, which consists of either humans or machines – no hybrids) in a dystopian future. The player is weak and sick because his immune-system isn’t as good as the one of a “real” human and he is left to die. Of course he wants to flee! Gameplay: The goal of the game is to escape the building. The building consists of lots of floors, each floor represents one level. The gameplay of a level is divided into two parts: first a 3D stealth part and then a 2D puzzle part. In the 3D part the player has to sneak past the guards and reach the floor exit. The floor exit however is locked and an puzzle has to be solved to advance to the next floor/level. The result of the puzzle also influences the players abilitys during the next level.

Technologies: Unity3D, Visual Studio, Photoshop, Blender, Quixel, Git

Credits: Patrick Weiner, Phil Gosch, Melissa Gonzalez, Syeda Rizvi, Ash Chetri

Web-Build: (Unity3D-Webplayer so not working with Chrome!)


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Vertizontal is a multiplayer split screen game for two players. The map consists of two seperated walls. The two characters (a spider and a human) reach the top of a wall. The player who reaches the top first wins the game. Each players has a different camera perspective. From the person’s point of view the map looks like a wall, while from the spider’s point of view the map looks like a road. To improve gaming experience the map also contains obstacles and items which can be collected by the player and can give a siginificant advantage over the opponent. Furthermore the map is generated randomly and therefore each game is different.

Technologies: • Unreal Engine 4.7.6 (Game logic) • Blender (3D Models and Textures) • Maya (3D Models and Textures) • Photoshop (2D Graphics) • Trello (Project management) • After Effects (Video)

Credits: Georg Lausegger, Artur Knaus, Andreas Müller, Roman Purgstaller, Giorgia Beltrami

Web-Build: http:/

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Game Design and Development I – 2014/15


Rage of Frostie

When a sad snowman wants his carrot back he is willing to take some serious risks. Come and help frostie with his adventure by guiding through a variety of challenging levels. To do so you must throw your head, melt down, jump over all kind of danger and hide behind your self created ice blocks. So are you ready to explore this and much more?

Technology: Gimp, Unity

Credits: Artur Knaus, Caterina Nahler, David Kastl, Domenik “Ghosti” Melcher, Rudi Wagner
Music,, (Tom Peter) Thanks Linda, Bär, Armin, Astrid


Charly, the butcher penguin

The game is a 2D hack and slay game using the Unity engine to bring the player into the bloody life of a penguin named Charly who has to travel from the Arctic to the Antarctic, crossing several other continents where he encounters waves of enemies he has to fight.
One day Charly woke up in the arctic. Nobody knows why. Maybe he was kidnapped by cola drinking polarbears. He has to return to his family in Antarctica. On his journey he has to travel through several countries. It doesn’t take long time until he finds out, that the world is full of evil. So he takes an axe and slaughters his way back home.

Technology: Unity 4.6, Gimp

Credits: Melbinger, Pranter, Schlager; Gegnergrafiken: Nikolaus Zoltan



PapercraftX is a classical Shoot’em’up (“Shmup”) with vertical scrolling direction and fast paced gameplay! You control your paperplane/paperspaceship/paperwhatever and shoot bullets at enemies to destroy them, while evading enemy attacks. We utilized fully 3D graphics in a 2D gameplay, which proved to work quite well for this type of arcade-style game. The goal of the game is to get as many points as possible before dying. At this point the gameplay is purely highscore-focused and there’s no “winning the game”, the motivation to play again comes from the urge to either beat your own highscore or to beat the highscore of other players. For the visual design we decided on an origami look, everything you see should look like it has been crafted out of paper, even the bullets. For the origami figures 3D models were created and paper textures applied to them. This enabled us to utilize simple forms but still maintain a polished look of the final assets. The simple forms proved of great value to not distract from the fast action gameplay mechanics while still looking good. To separate the gameplay area visually from the background scenery, not only textured clouds and fog were used, but also the saturation of the textures was altered. The player can choose between three different ships, which differentiate from each other in terms of movement speed, weapon power, firerate and health. These are only starting values though and by collecting upgrades one ship can surpass the others in a certain skill although it has the lowest value in that particular skill by default. Each ship has a primary and secondary weapon, which are used by either left/right mouse button click or, when using a keyboard, the Ctrl/Alt-keys. After the ship is selected the main game can begin. Pretty much immediately after the game is started the first wave of enemies appears and the gameplay begins. To stand a chance against the waves of enemies the player has to collect upgrades, which are spawned from killed enemies. Without collecting as many of these upgrades as possible it’s impossible to survive in the later parts of the game, when the enemies not only get stronger, but also faster and their numbers increase. There are different kinds of extras to collect: Upgrades, which increase one of the four basic stats (movement speed, firepower, firerate, health). Then there are powerups, which can give you an additional clusterbomb (these are very limited and to be used with caution) or add an additional shot. This additional shot is fired simultaneously with your regular shots, in either an straight forward (“normal”) or a fan-shaped fashion (“spread”). These powerups add single shots if you collect another one of the same kind, but they also replace your current powerup if you collect one of the other kind, effectively acting as downgrades if the player doesn’t pay attention to what he’s collecting. Last but not least there are modifiers, which can add a fire (enemies burn after being hit and take damage for 4 seconds) or a water (slows enemies down, because wet paper is apparently slower ;) ) ability to your shots. We intend on continuing with development, adding new enemies, implementing touch controls for mobile, adding epic bosses and generally adding better graphics since all of the final assets were created during the last three days of the project. Overall project duration was two weeks, we relied heavily on an iteration based workflow utilizing placeholder graphics for the programmers to work with. .

Technology: Unity 4.6, Github, Blender

Credits: Phil Gosch, Ilija Simic, Stephan Keller


Project Chronos.

Project Chronos is a new and revolutionary 3D Puzzle Plattformer Game. You play one of many Robots in an Underground Science Lab. You don’t know much about who you are or what is your purpose. The only thing you know for sure, you have to escape this creepy Lab. But the Lab is full of Dangerous Traps. For surviving this horror trip, you have 3 suits for you’re use. The suits are in different colors and have different abilities. You can change the color in a suit changer. You have to solve riddles and overcome gorges, and use your abilities to survive. The levels are getting more difficult, from level to level. We have also implemented 4 tutorial levels to get you going with the controls. The game will be available for PC&MAC and later on HTML5. Have fun with our game.

Technology: Unreal Engine 4, Blender, Quixel Suite, Substance Designer + Painter, No C++ only Blueprints

Credits: Andreas Lang, Mathias Punkenhofer, Kevin Gruber


The Revenge Of The Dot

The Revenge Of The Dot is a fast-paced, multi-player arcade game with puzzle elements. One player controls the snake (w/a/s/d) and tries to catch and eat the dot, which is controlled by the other player (up/down/left/right). The goal of the dot-player is to defeat the snake via solving mathematical equations by collecting the correct mathematical symbols and/or by tricking the snake to run into the world’s boundary. The difficulty levels (easy – hard) vary in speed of the game and the used arithmetic operations.

Technology: – Netbeans IDE, Phaser JS (open source HTML5 game framework) – GIMP, Bristol & Audacity (graphics & sounds)

Credits: Lukas Krisper


The Little Lobbyist (Global Game Jam Game)

PThis game was created during Global Game Jam Graz 2015. There were only 48 hours to finish it and we had to think of a game suitable to the slogan “What do we do now”. PLOT: You and your friends plan to go out this evening. You have an idea where you want to go and need to convince your friends to choose your favorite location. After meeting up and drinking some drinks the group decides where to go. You ask them: What do we do now? HOW TO PLAY: By engaging in dialogue, and mentioning certain topics to certain people, you try to influence the majority-decision of the group … But beware, each member of the group has her or his preferences – and influences other members of the group, as modeled by the underlying hidden social graph.

Technology: Phaser

Credits (Game Jam Team): Art: Manfred Rohrer, Raphaela Klein, Programming: Stefan Reichenauer, Christian Paier, Matthias Frey, Ilija Simic, Music: Mathias Lux, Management: Marco Fruhwirth