> DISPLAYING USER...

ROBERT
PETERS

GAME DESIGNER · SYSTEMS DESIGNER · PROGRAMMER

UNITY UNREAL C# C++ SFML SQL Web
ABOUT ME
// 01 — ABOUT
A picture of Robert Peters

> Picture taken by Tamara Müller

0YRS EXP
0GAMES SHIPPED
0GAME JAMS WON

I CREATE GAMEPLAY
PEOPLE FALL IN LOVE WITH

Hi there ^^

I'm Robert - I'm a game designer and programmer who loves to tackle the challenges of creating an engaging game at every opportunity.

Thanks to my broad education and personal experience I have insights into the fields of level design, animation, art, 3D modelling, shaders, sound design and narrative writing - And while I can't compete with the experts in those fields, I am able to use the knowledge to effectively design gameplay and resolve problems with all relevant perspectives in mind.

It is also important to me to always keep in touch with the team behind every project. This way we can push for a shared vision and resolve any problems before they arrive.

DISCIPLINES

  • Game Design
  • Programming
  • Systems Design
  • Combat Design
  • Producer

ENGINES

  • Unity
  • Unreal Engine 5
  • Selfmade Engine based on SFML
  • Construct 3

TOOLS

  • Git / Perforce
  • VS Code / Visual Studio / Rider / UE-Blueprints
  • Jira / Trello / Confluence
  • Word / Excel / PowerPoint / Obsidian
  • Photoshop
  • And so many more
// 02 — MAIN PROJECTS
LATEST PROJECT
AWARD WINNING

OFF COURSE

> NARRATIVE 3D PLATFORMER · PC · 2025

Off Course is an award winning narrative 3D platformer game that deals with the topics of ghosting and interpersonal insecurity in an intense and emotional world. Follow Noi's story and parkour your way through her mindscape - as a boat!

I was the Lead Game Designer of this 10 person student project. I was responsible for the main gamedesign, level design, game direction, a bit of programming and a major part of the internal team communication.

Unreal Engine 5.5 Blueprints Unreal Script (C++) Fluid Flux
A video/screenshot of the game Mindbug Online

MINDBUG ONLINE

- ONLINE TRADING CARD GAME · PC / MOBILE (CROSS-PLATFORM) · 2024

Mindbug Online redefines the card-battler genre, focusing on pure strategy and fast-paced excitement from the very first turn. Outsmart opponents with the groundbreaking Mindbug mechanic and rise through the new roguelike mode, discovering fresh powers, creatures, and combos each run.

Mindbug Online was my Remote 4.5 month long internship working for the german company Kissaki Studios GmbH. I worked as a Programmer and coordinated with the artists to implement features like the in-game rewards, emojis and achievements. I also had the priviledge of helping with their stall at Gamescom 2024 as well as the actual Release Day and dealing with the launch consequences as they arose.

UNITY C# PHOTON STEAM
A video/screenshot of the game Runes Of Doom

RUNES OF DOOM

- ARCADE ACTION · PC · 2024

In Runes of Doom you fight waves of enemies with your selfassembled chain of runes. Quickly modify your rune chain, activate it and watch as the chaos begins. Lets see how long you manage to survive.

Runes of Doom was a 2 person student project made in a selfwritten game engine based on SFML and C++. I was a Programmer, the Artist and Game Designer of the project. Since we only had 1 week to finish the game, the gameplay unfortunately quickly feels rather stale. Still it works well as a proof of concept and we quickly noticed the meriad of problems a game of this stile would have to tackle to keep the gameplay fresh for an extended period of time.

SELFMADE GAME ENGINE 2 SFML C++
A video/screenshot of the game Squishy Skirmish

SQUISHY SKIRMISH

- LOCAL PVP PARTY GAME · PC · 2023

Quickly shove your friends into the firey pits below and come out on top as your squishy bodies collide! The simple two button controls and the quick rounds make it easy for everyone to join in on the fun. Fight against up to 10 of your favorite "enemies" at once and let this janky physics playground light up your evening!

Squishy Skirmish was a solo project that I developed over 2-3 Months (including the engine). My central design goal was to create a party game with a ridiculouselly low barrier of entry and to still have some gampelay with a large amount of skill expression. I achieved this by limiting the needed inputs to just aming with the joystick and adjusting your jump-power with a single button. The skill expression then comes from correctly positioning yourself and knowing how the sofbodies will interact with each other to gain an advantage over your opponents.

SELFMADE GAME ENGINE 1 SFML C# SOFTBODY PHYSICS
A video/screenshot of the game Skeleton Rumble

SKELETON RUMBLE

- 2D FIGHTING GAME · PC · 2021

Skeleton Rumble is a 2.5D fighting game where you can influence the emotions of your opponent. Make him Fearful/Jealous/Angry/Overconfident or anything in between and find the weaknesses in his fighting style. After all you may die as often as you need but he may only die once!

This was the "Matura" (= highschool diploma) project of our 4 person team. I mainly worked on the Game Design, Programming, Writing and Project Management, and I also briefely helped out with the combat animations. We managed to partner up with the Austrian games studio Mi'pu'mi Games GmbH, who provided some mentoring sessions in a professional setting as well as feedback for our regular milestones.

UNITY C#
A video/screenshot of the game Shapeshifter

SHAPESHIFTER

- 2D ACTION PLATFORMER · PC · 2020

Shapeshifter is a 2.5D platformer where you explore a diverse world with your ability to transform into different animals. Conquer the land with the strong and fast wolf - the underground with the burrowing mole - the treetops with the nimble squirrel - the sky with the elegant owl - and the oceans with the calm fish. And never forget the versatile human form keeping this all together.

This was the first long term team project I was a part of. I mainly worked as the main Game Designer, Level designer, Animator and Writer for this project. We were a 3-person team with large ambitions and proceeded to overscope massively for this project. We managed to completely exceed the expectations of our teachers with the amount of actual content that we managed to create. But not without some radical cuts/restructuring of course. For example, we needed to change the game from a metroidvania to a linear experience in order to keep up with the encroaching deadline. Fun Fact: There is an entire working boss fight we had to cut out last minute since we couldn't build the level for it before the deadline.

UNITY C#
// 04 — CONTACT

I'D BE HAPPY IF YOU REACH OUT

Open to freelance contracts, collaborations, and full-time roles. If you have an interesting project or even just want to talk about games - reach out :)

robert@peters-it.at