Star Leitnnocht (in development)

Leitnnocht Banner Picture Leitnnocht Ingame Day Leitnnocht Ingame Night Leitnnocht UI Book Leitnnocht UI Inventory Leitnnocht Crafting Leitnnocht Crafting 2 Leitnnocht Crafting 3
Twinkle Leitnnocht is a point-and-click adventure with fully handcrafted and photographed sceneries, in which players investigate a missing person's case in a rural Bavarian village. The protagonist Karl Schreiber, a Viennese paralegal, needs to talk to the locals and discovers mythical creatures from Austrian and German folklore during his stay in the Alps. The animations have a stop-motion-look to them and all the 3D characters were sculpted to look like puppets made from wood, resulting in a seamless blend with the handcrafted environments.
While the game started out as a university project, our team is currently working on a full-fledged demo with new characters, handcrafted sceneries, UI design, and an overhauled story - while keeping the overall look and feel the same.
Twinkle During the creation of the prototype, my focus was creating the UI and the sound design. The sound design consisted of adding SFX to the UI and animations, as well as cutting and assembling the voice lines, and adding ambience tracks to every environment. Additionally, I was responsible for the general project management of the game, which involved planning meetings and coordinating events.

Events & Exhibitions
The Leitnnocht booth within the Indie Games area at the Game Access Conference in Brno
Exhibiting the game within the FH Hagenberg booth at the Vienna Comic Con
Pitching the game at the PGDA Play Day at the FH Hagenberg

Game Access (2025)

Vienna Comic Con (2024)

FH OÖ Hagenberg Play Day (2024)

Exhibiting the game within the FH Hagenberg booth at the A1 Austrian eSports Festival

A1 Austrian eSports Festival (2024)

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Star Seams & Stitches (in development)

Seams & Stitches Banner Seams & Stitches Map Design Seams & Stitches Environment Sketches Seams & Stitches Character Relationships
Twinkle Seams & Stitches is a 3D cozy game, that mainly focuses on the sustainable production of clothing items. The gathering and production mechanics involve small minigames, that were diegetically placed into the game world. Players can meet anthropomorphic villagers and date them, in addition to using a detailed character creator. The game is still in production and is developed as a three semester long masters project at the FH Hagenberg.
Twinkle During the pre-production semester, my role as a producer involved time and project management, as well as keeping track of all the development tasks and scheduling meetings with the team. Besides this, I worked on creating the game mechanics, the level design and sketched out several landmarks.

Star Der Herr Lumpus (game jam)

Der Herr Lumpus Bar Der Herr Lumpus Rat Shop Der Herr Lumpus Sleeping Der Herr Lumpus Suitcase Der Herr Lumpus Character Der Herr Lumpus Zollamt
Twinkle Inspired by classic LucasArts point-and-click adventure games, Der Herr Lumpus follows a child who believes he is an adult. Imitating his perception of adult behavior, the story explores a day in his life as someone who thinks he is a tax consultant. The game is a short, pixel-art point-and-click adventure that involves solving small riddles and talking to various characters. The whole game was made during a 36h game jam at the FH Hagenberg and was made by a team of just two people.
Twinkle Due to the small team size, my tasks involved nearly everything except programming and asset implementation. One big part consisted of drawing the environments and characters, and rudimentary animating them afterward. The other part was the sound, consisting of self-recorded voice lines and a looping background track.

Star Come Sit Down (VR)

Revill Ingame Screenshot 1 Revill Level Design Diner Layout 1 Revill Ingame Screenshot 2 Revill Level Design Diner Layout 2 Sketch
Twinkle Come Sit Down is a cozy VR game and walking simulator, where maritime animals try to cheer the players up by making them compliments. By exploring the underwater-esque world, different kinds of creatures can be found and interacted with in a relaxing atmosphere.
Twinkle During the development of this VR project, my tasks involved the programming in Unity and implementing the assets, as well as the overall level design of the world.
We used assets from online libraries and did not create them ourselves.

Star REVILL

Revill Ingame Screenshot 1 Revill Level Design Diner Layout 1 Revill Ingame Screenshot 2 Revill Level Design Diner Layout 2 Sketch Revill Level Design Diner Layout 2
Twinkle The main theme of REVILL is the feeling of uncanny valley - the subtle feeling that something is off, paired with the inability to discern what it is exactly. Another prevalent motive is the idea of purgatory and damnation as the player is, like the main character, forced to repeat a horrible mistake from the past over and over again. Players need to piece together story parts and explore an old diner, that seems to change its shape during the playthrough.
Twinkle While creating REVILL, I focused on designing the levels for the game, which take place in a bunker and a diner. The players explore alterations of the same diner layout - one infinitely looping and another one a narrow hallway.
We used assets from online libraries and did not create them ourselves.

Star Bad Apple

Bad Apple Ingame Screenshot 1 Bad Apple Animation Sheet Bad Apple Ingame Screenshot 2 Bad Apple Consumables and Enemies
Twinkle Bad Apple is a jump and run platforming game, where players control an apple character revenging their fruit friends, who were taken by evil doctors as food for children. In the game, the player needs to use the apple's whip to kill the doctors, while these shoot damaging projectiles at the protagonist.
Twinkle During the production of Bad Apple, my tasks consisted of designing and animating the characters and consumables, as well as creating the ingame UI. In addition to the design, I was also responsible for programming the game and implementing the assets into Unity.