
WIMBLIS
Reach Up
Maryse Heilig | Lennart Küster| Philip Hildebrandt | Daniel Schutko | Lila Pimpão Niederle
4th semester, 2020 | Game Design at HTW Berlin
Experimental Game Jam
3 weeks
Prof. Susanne Brandhorst | Prof. Thomas Bremer
Team
Date
Constraints
Duration
Supervised by

PROJECT DETAILS
Strategically place WHISPS to grow out wobbling long Tals and reach higher and higher.
Connecting them with bridges gives Tals stability and Whisps a wider movability, though the connected Tals stop growing any higher.
If the bridge passes through a glowing Cube it grants more Whisps to build even higher to the next Cube.
Cubes get smaller and if not collected fast enough they fall, tearing the platform below them, with everything on it, down too.
MY CONTRIBUTION

Project Management | Sound Design | Technical Art
In my role as project manager I created our schedule and kept the team updated on what needed to be done. If there were delays I adjusted our schedule accordingly. Besides that I was responsible for creating the sound for the game. I wanted it to not only be sound effects but a real background soundtrack that kept the players in the game. I composed it to be relaxing but at the same time motivating to play.
I also created the materials for the structures of the game.
DEVELOPING FROM HOME
It was an interesting and challenging experience to work from home during this project. Even communicating via video call had its limitations. We had to adjust all our normal workflows and habits and create our own workspaces. Tools like Miro really helped a lot with sharing our processes and organizing our work.


SCREENSHOTS





