Making video gamesSince my first computer in 1986 I was interested in creating graphics, music and games. I coded text adventures in Basic on my C64 and created the graphics with its standard character set, I learned AMOS Professional (a Basic dialect) on my Amiga, coded some simple (and always unfinished - sooo many ideas) games and designed graphics for them in Deluxe Paint or Personal Paint. I made and tried to make game projects with friends of mine who liked coding, while creating graphics and so on. (Unfortunately, much of my personal work has been lost. Always make a backup!) Later, I even got a chance to work as a 3D artist in the video game industry for a few years (at Inverse Entertainment, a now-closed game development studio). In this section you can find some of the game projects I worked on privately or as an employee. For a larger view just click on the image of your choice. |
Tim Tank2007 / 2D Plattformer / Photoshop Elements 2A friend of mine and I had the idea to make a little platform game so he could practice his coding skills and I could practice my graphics skills by creating the tilesets for the levels. We were young and full of energy and ideas. As expected, all that was ever made was the tileset for one level, some characters, and a mockup screen where I used the tileset and characters to show a sample level. The mockup is the one you can find below.The game story: Tim is a high-tech tank in the army. But there is a problem: he is a pacifist (it was planned that he can't shoot), so Tim tries to escape. But the army has other plans... |
Untitled game concept2006 / Quad Offroad Racer / Concept / Inverse Entertainment / Photoshop, Maya or Softimage XSI, In-House-toolsWe planned to create a concept demo of an off-road racer to pitch our next game project. The screenshots are from a level I worked on (in the very early stages of development). Unfortunately, the company had to close down. |
Marathon Manager2005 / Sports-Manager / Leveldesign / Inverse Entertainment / Photoshop, 3D Studio Max, In-House-toolsA sports management game loosely based on real-world locations. My tasks: Designing track layouts, level design, creating 3D objects and textures, texturing objects, level and gametesting. Below are some screenshots of the tracks I created. The people pictured were not created by me! |
Michael Schuhmacher World Tour Kart 20042004 / Kart Racer / Leveldesign / Inverse Entertainment / Photoshop, 3D Studio Max, In-House-toolsA kart racing game for PC (Windows). My tasks: Level design, creation of 3D objects and textures, texturing of objects, level and gametesting. Here you can find some screenshots of the race tracks I built. The shown karts are not created by me! |
Actionkart2004 / Kart Racer / Concept / Inverse Entertainment / PhotoshopFor a trade show we created a concept demo for a small kart racer. Here you can find some drafts I made for the logo and the track selection |
O.C.G.2004 /Arcade-Racer / Leveldesign / Inverse Entertainment / Photoshop, 3D Studio Max, In-House-toolsA fun racer for the Xbox, loosely based on real locations. My tasks: Level design, creation of 3D objects and textures, texturing of objects, level and gametesting. Unfortunately, the project was shut down just a few months before completion. Here are some screenshots of the race tracks I created. The cars shown were not created by me! |
Michael Schuhmacher Racing World - Kart 20022002 / Kart Racer / Porting / Inverse Entertainment / Photoshop, 3D Studio Max, In-House-toolsWe ported this game from PC to PlayStation1. My job was to bring the existing 3D models down to a much lower polygon count while keeping the quality as high as possible, reduce the texture size (and re-map it to the 3D objects), optimize the level architecture of the race tracks and test the game. The original designs and graphics were created by someone else. The pictures here show the ported PlayStation 1 version after our work. |
Europe Racer / London Racer 2 / Paris Marseile Racer 2 / USA Racer2001 - 2002 / Arcade-Racer / Porting / Inverse Entertainment / Photoshop, 3D Studio Max, In-House-toolsWe ported theses games from PC to PlayStation1. My job was to bring the existing 3D models down to a much lower polygon count while keeping the quality as high as possible, reduce the texture size (and re-map it to the 3D objects), optimize the level architecture of the race tracks and test the game. The original designs and graphics were created by someone else. The pictures here show the ported PlayStation 1 version after our work. |
Sillycon Attack1997 / Space Invaders Clone / Personal PaintDuring my time in the demoscene group "Teklords" we had the idea to participate in the 32k game contest (a complete game in 32kb) at the mekka & symposium 97 demoscene party. Another Teklords member programmed the game and created the sound effects, I created the graphics and the font for it. (The programmer later added a second set of graphics to the game. I only did the color graphics). The game placed 7th in the competition. It was developed for Commodore Amiga and you can download it here Ext.Link if you like. |
Udocop1996 / Run’n’Gun / Deluxe Paint IVWhen I was young, I drew a few comics with a character I invented myself called "Udo". Years later, when I started programming a Jump’n’Run / Run’n’Gun with AMOS Professional on my Amiga and needed a main character for it, I made "Udo" into a kind of Robocop/Mega Man for the game and created a few sprites for it. Unfortunately, this one graphics file is all that's left of it. Originally created in 320 x 256 pixel resolution, scaled up to double for this page. |
Vanya - The Endless Fight1994 / Shoot’em’Up / Deluxe Paint IVA few figures and the titlescreen that were planned for a shoot’em’up called "Vanya - The Endless Fight" that I wanted to code myself. Originally created in 320 x 256 pixel resolution, scaled up to double for this page. |