Game designer and programmer at Darmstadt University of Applied Sciences, Apr 2020 – Sep 2020
Turn-based strategy war game rewarding superior positioning and flanking maneuvers in correspondence play. Units
claim and hold tactical objectives to achieve victory on a medieval battlefield.
| Engine | Team size | Genre | Platform |
| Unity | solo, later 4 | Turn-based strategy | PC, Adroid |
- Developed the concept for a strategy war game with both real-time and correspondence matches
- Created detailed designed documentation for game logic such as unit movement, combat, and victory conditions in Nuclino
- Implemented the first Unity prototype in C#
- Designed and implemented dynamic indicators to indicate unit and game states
- Managed tasks and bugs in Jira to ensure the completion of a playable prototype after three months of development
- Further iterated on the design in a second prototype with a team of four to refine combat sequencing

Core game loop
Addressing the scarcity of deep strategy or wargames on mobile, I created a turn-based game concept with intricate scouting and positional tactics. The emphasis on correspondence play afforded opposing players time to strategize independently and facilitate complex decision-making.
I prioritized readability and intuitiveness in the combat design for swift adaptation to new board states. The initial gameplay prototype underwent thorough testing with RTS and tabletop strategy experts and was improved accordingly.
Challenged by the sole implementation of the ambitious gameplay prototype, I followed online tutorials for the fundamentals. I later expanded upon the implemented hex grid library and mesh generation system to support later gameplay implementation.
Drawing from this experience, I independently programmed the game mechanics such as unit movement, combat, and victory conditions. To enhance playtest onboarding and flow, I created UI indicators to visualize the unit movement, missile attacks, and combat results.

Arrows indicate missile attacks while the movement range of the selected Unit is highlighted

Multiple units are forced to retreat in the thick of battle
To capitalize on the concept’s potential, I sought a complementary team for the development of a more complete prototype. With programmers and a UX designer on board, I could focus on improving the technical and gameplay documentation.
During the revamp, I critically analyzed the combat system through research on related titles and peer reviews with our UX designer. This process enhanced the gameplay flow with expanded unit attributes and a more structured combat and turn sequence.
| Moritz Renzikowski | Game design & vision, programming |
| Dimitria Mollova | UX & UI Design |
| Dominik Leiser | Gameplay programming |
| Carlos Tokarski | Map generation programming |
