This is my portfolio. My name is Marius König. I studied Computer Science in Media (B.Sc) at Hochschschule Furtwangen.
Game Engines
- Unity
- Unreal Engine
Programs and Tools
- Blender
- Autodesk 3ds Max (Rigging)
- Git
Projects
- Unity project
- HFU | Musicial platform game – Unreal Engine 4 and Wwise
- HFU | TypeScript platform game – FUDGE
- HFU | Skeletal animation
Internship
Volke Kommunikations-Design GmbH in Wolfsburg (September 2017 – January 2018) – Development of a virtual reality application with Unity
Contact
Unity Project
This project is partly based on the course Unity 3rd Person Combat & Traversal from GameDev.TV. The state machine and melee combat approach covered in the course were slightly modified. The following is custom-made:
- Saving System
- The AI can chase the player, fight with melee and ranged weapons, patrol, and alert other characters controlled by the AI.
- Different types of enemies
- Patrol routes
- Damage caused by falling
- Ranged fights (AI and Player)
- Ammunition
- Simple leveling system for health and stamina points
- Stamina
- Health
- Healing potions
- VFX and particle effects
- Glow and highlight shaders
- Outdoor level with a dungeon (assets from Synty Studios)
- Lighting changes depending on the player’s location. When the player is inside a dungeon, the level is only lit by spotlights and point lights. Outside, the sun is the only light source.
- Menus compatible with mouse and gamepad inputs (UI images from ClayManStudio)
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Github (source code and custom assets) https://github.com/koenigmm/UnityThirdPersonSandbox
Linux Build
Issues with lighting and VFX
https://www.koenigmarius.de/game-builds/Third-Person-Combat-Linux-Build.zip
AI
Enemies can walk along waypoints. They leave their patrolling route if the player is close enough. Attacked enemies chase the player and strop patrolling as well. The chase ends if the player is dead or distant enough. Enemies return to their patrol if the player can escape. AI-controlled characters can use ranged and melee weapons. AI-controlled characters can use ranged and melee weapons to attack the player.
Patrolling
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Chasing
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Dwelling and Returning
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Provoking
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Melee Combat
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Music for Digital Media Project – Unreal Engine 4 / Wwise
I developed this project for the university module Music for Digital Media. This project is a simple platform game with interactive music. Each platform causes different loop playbacks. The loops are custom-made. I created this project with Unreal Engine 4 (Blueprints) and Wwise
Path 1
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Path 2
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HFU Project for PRIMA (Prototyping Interactive Media- Apps and Games)
The prototyp of a game was created for the course PRIMA. The application was developed with FUDGE. FUDGE is a web-based game editor and game engine (Electron, TypeScript, WebGL). I programmed the game logic with TypeScript
Repository: https://github.com/koenigmm/PrimaAdventure
Play the Game
Loading take a few moments. The Game is playable in web browsers: https://koenigmm.github.io/PrimaAdventure

Skeletal Animation (IK / FK) with Autodesk 3ds Max
This project was created for a HFU course (3D Character Production)
- IK / FK
- Auto Clavicle
- Twist Bones
- Skinning
- Walk Cycle
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