Jonathan Alber
Game Design - Game Programming
Jonathan Alber
Game Design - Game Programming
In the KiKANiNCHEN-App, children can dive into the lovingly designed Snippet World. Together with Kikaninchen, they go on exciting exploration tours, create snippet animals on the farm, invent adventurous vehicles and try them out, or watch their favorite shows from the KiKANiNCHEN TV program.
The Darkest Files is a historical investigation and courtroom game based on true crimes during the Second World War. Investigate cold cases, search for clues, interrogate witnesses, immerse yourself in the crimes and defend your case in court to bring the perpetrators to justice.
NEBIO was developed in a three week game jam in Unreal Engine. It is a co-op multiplayer.
This being a big scope, we worked very hard to make our vision come to life.
I was continuously excited about the project, I am very proud of how it went and I love the end result.
PANACEA was made in a three week experimental game jam. We used HTC's vive trackers.
This was my first game in Unreal Engine, but the transition from C# coding to blueprints felt very natural and easier than expected.
The process overall went very smoothly and we had a great time developing this game. It was the first time I was lead responsible in Game Design and I had great fun balancing and refining our concept.
THE TAKER was my first 3D game. It was made in the third semester over the course of five months using Unity.
We developed it in a team of five and had to crunch very hard to finish it.
For me THE TAKER is defined by it's fun combat, the great feedback for everything you do, the distinct visuals and sounds that take the player on an eerie trip that feels like a fever dream, which still manages to grip the players and not let go until the mysteries are cleared up.
ACTIAS, my first game, was made in the second semester of my studies over the course of rougly four months.
As a team of four with no experience in games, we had to learn everything and especially Unity from the ground up. We met almost every day and exchanged our ideas in regular meetings.
This game for me is defined by it's natural ideation, the fun during production and the resulting game, that flows so well. All mechanics work seemlessly together, just like the gears they are made of.
This Intermediate C#-Book was created as part of a university module, combining everything I’d learned (and a lot I hadn’t) about C#. It’s aimed at students and junior developers who already know the basics but want to level up.
Rather than going step-by-step through syntax, I focused on the bigger picture: understanding core concepts, writing clean code and working in teams. The book also includes interviews with experienced developers and a C# lexicon for quick reference.
Beyond writing, this project taught me a ton, about the language and also how to organize complex information in a way that’s helpful and approachable.