My love for games began early when I used to play Super Mario 64 at my neighbors. Since then, game have always played an important part of my life. One day I started to ask myself why and how games played such a significant role for me. I began to look deeper into games and put more attention to details and game mechanic. Then I found my current study course, Game-Production and Management, which showed me the world of game development. And now I’m more or less addicted to making games.
Social:
Contact: paul_becker@gmx.net
Current Work
As already mentiont, I currently study Game-Production and Managment at the HNU. My focus right now is to learn and improve myself as game dev so I can make great games and to find a future in the game industry. I´m looking for places and ways to braoden my skills in game-design.
The Future
In my study course, Game-Production and Management, I could try out many aspects of game design in very different genres. I found that I really love working on interesting mechanics and there many interactions. I also develop a strong interest in level design, which I can hopefully indulge with our newest project, “Bloody Burrows”. For the future, there are two things I would like to do. One is to work one even more diverse genres. The other is to create/work on a game which challenges the player with well-designed mechanics and a complex world.
Skills
Godot - Basic
We use this engine for our current project, so I´m still learning it. I have used Godot to test simple mechanics and edit levels.
Unity - Basic
Tears and Dust was made with Unity, so I´m familiar with the engine but have little expierience using it for 3D.
Blender - Basic
I have used blender to create simple meshes for some prototypes and to blockout levels.
Figma
I use Figma regulary to create flow-charts of game loops or other graphics for my documents.
Confluence
I have used confluence to document research and for the GDD.
Excel
I have used excel forprototype documentation, and will be using it for balancing purpose in our current project „Bloody Burrows“
Rapid Prototyping
I really learned what this meant whileworking on Nexus. Throwing away and recyling ideas for the purpose of finding the perfect piece.
Pitching
Until now, I have pitched on almost every occasion. These include per project, one Idea-Pitch and Investor-Pitch per project. Additionally, are the „Tears and Dust„ pitch at the games kickstart and an intern pitch at the German multimedia awards.