yivo Dev

I've been interested in computer science since I was six years old. I have created a lot of projects during my life and I'm always looking forward to expanding my list. Back in the days, I was inspired by playing NES games at my grandma's. Zelda 1 has started my love to explore and create ficitional worlds. What started out as a hobby, soon became a passion, as my education progressed. By now, I'm studying applied computer science at the HAW-Hamburg.

Creating tools to help me with my projects has proven to be quite motivational. I have created several level and tilemap editors in two and three dimensions, as well as XML and JSON parsers, to make potential outsourcing as easy as possible.

I've started creating my own small 2D Game Engine on top of MonoGame since 2020, in order to learn to code in a more structured, modular and reusable fashion.


Projects

2D Game Engine

MonoGame / .NET 6.0 / C#

In order to learn the ins and outs of how a game engine works, I one day decided to tackle creating an engine that sits on top of the MonoGame Framework, in order to reuse code from previous projects and to be able to be more productive as a whole. It was a huge milestone for myself, to learn more about programming patterns and software architecture and this way, I was able to turn the things that I've learnt along the way into direct practice.

As of right now, the git repository is still private, but I hope to be able to change that one day.

The most notable features are a tailor-made Entity Component System for Game Actors, easy and intutive Scene Management, a light-weight and customizable Particle System, Map Generators for 2D and corresponding Noise Generators, as well as lots of Utility and QoL improvements to the MonoGame workflow as a whole.

Currently (18th of November, 2022), it sits at 10k lines and a Maintainability Index of 79.

April 2020 - Recent

Pixel Forge

WPF .NET / MonoGame Interop / C#

I teamed up with a powerful Pixel Artist, in order to create a tool for 2D Asset Generation. Pixel Forge features a layer and palette system, to allow for an unlimited amount of possibilities.

We're still ironing out the last few bugs and we're looking to implement Xbr-Upscaling for the first, public release. We are targeting all common Desktop Platforms and an release on Steam and Itch in early-to-mid 2023

March 2021 - Recent

2.5D TopDown-RPG

MonoGame / C#

I wanted to reproduce the feel of classic turnbased JRPGs, while further expanding my knowledge of GLSL and shaders in general. I have decided to mix a three-dimensional environment with 2D sprites to get the best of both worlds.

August 2018 - January 2019

FPS Space Arenashooter

Monogame / C#

Mostly just a sideproject for getting used to implementing shaders into MonoGame.

January - March 2019

Meta Textadventure

Monogame / C#

Sitting in front of a terminal, you're off on your journey to the unknown.

A short attempt at a classic textadventure, inspired by Zork. It's been a pretty useful pixel shader excercise and I still like the visuals.

July 2018

3D Dungeon Crawler

Monogame / C#

I've been programming autotiling in 2D for years now. This time, it had to be programmed in three dimensions. What started out as a test soon began to turn into a little maze game with it's own mapeditor.

March - May 2018

Ludum Dare 38: A space odyssey

Monogame / C#

Defend the sun against aliens that want to watch your universe burn.

Place buildings on different planets and build up an awesome defense in order to survive.

It's a planetary orbital tower defense game with weird pacing~

21st - 23th April 2017

GM48 Gamejam: Tower Descent

Game Maker Studio 2 / GML

You were banished on top of a (pretty high) tower and you've decided to start working your way down. Destroy barrels to reveal hidden staircases to descent further.

On your way, you'll come across dangerous hazards and enemies, so you better keep an eye out for those mines and the chain-reacting barrels.

16th - 17th January 2017

Bamboo Beevers

Game Maker 7, 8 & Studio 1 / GML

Still my favorite project up to this day. The main character has become some kind of signature and he's made his appearence in every project since.

This project is heavily inspired by Megaman - It had eight stages planned, two of which were done.

September 2016 - October 2017

Ancient Spirits

Game Maker 7, 8

Inspired by several metroidvanias, our mute hero has to restore harmony to the four core elements.

This project never really left the planning stage and it might get picked up again at some point in the future.

March - July 2016

Salvation

Game Maker 7, 8

Procedural generated 2D sidescroller levels, heavily influenced by The Binding of Isaac.

I have used this project for a game pitch at my university and therefore it's quite planned out.

We've had a playable prototype with randomly generated stages and a neat palette of passive buff items.

December 2014 - January 2016

Education

Hamburg University of Applied Sciences

Bachelor of Science
Computer Science - Applied Computer Science
2020 ~ 2022

Fachhochschule Wedel

Bachelor of Science
Computer Science - Computer Games Technology
2015 - 2020

Berufliche Schule Elmshorn - Europaschule

Computer Science, Mathematik Leistungskurs

Abitur

2012 - 2015

Grund- und Gemeinschaftsschule Pinneberg

Mittlere Reife

2006 - 2012

Skills

Programming languages, frameworks & IDEs
Experience Language
● ● ● ● ○ C#
● ● ● ● ○ GML
● ● ● ○ ○ Machine- & Deep-Learning
● ● ● ○ ○ GANs & Stable Diffusion
● ● ● ○ ○ Java
● ● ● ○ ○ OpenGL / GLSL / HLSL
● ● ● ○ ○ Python
● ● ● ○ ○ Html / CSS
● ● ○ ○ ○ C / C++
● ● ○ ○ ○ LUA
Experience Framework, Libary, Engine
● ● ● ● ○ MonoGame / XNA
● ● ● ○ ○ .NET Framework 6.0
● ● ● ○ ○ WPF .NET
● ● ● ○ ○ (J/x)Unit
● ● ○ ○ ○ Tensorflow 2 / PyTorch
● ● ○ ○ ○ Bootstrap 4
Experience Programs, Tools, IDEs
● ● ● ● ○ Microsoft Word / Excel
● ● ● ● ○ Visual Studio
● ● ● ● ○ Game Maker Studio 1/2
● ● ● ○ ○ Blender
● ● ○ ○ ○ Eclipse
● ● ○ ○ ○ RenderDoc

Interests

I'm an aspiring game developer in my spare time. I stuck to MonoGame (XNA) due to it's simplicity and freedom.

When using a new framework, I always make sure to fully understand what it's cabable of, before jumping into programming, to avoid sloppy code. I love to plan out features before I implement them. Writing test projects for new methods/functions is a necessity.

Furthermore I like to program math-heavy applications and simulations to visualize algorithms in a playful way.

Besides spending my spare time with game developement, I've decided to study other fields of game design, with a heavy focus on UX, as well.

I'm an amateur 3D-, digital- and pixelartist, as well as a hobby musician.


Awards & Competitions

Game Jams