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A simple yet challenging puzzle game with programmable blocks, a level editor, and QR-based sharing. Built with Kotlin/LibGDX and ZXing.
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A Game Dev Story–inspired isometric simulation for the Vibrational Network with evolving features from tasks and stats to events and rooms.
Art Collective Simulator is a Game Dev Story–inspired simulation for the Vibrational Network, a Hamburg-based collective of musical and visual artists. I developed the codebase, while Giaco and Togrul contributed graphics and music.
The project evolved rapidly across several months, adding systems for characters, tasks, rooms, and events, alongside a modernized dynamic UI and mobile support.
Started programming the simulations with a complete task system. Tasks control entities by working through task queues. Tasks are selected based on player actions and game state.
First visual prototype: basic isometric functionality — y-sorting, 2D movement, clickable tiles, character animation, and walk cycles.
I started developing the general framework using the Godot game engine. I outlined core concepts and scoped the project. The following diagrams show interactions between scores, entities, and events — the game's main components.
I began the collaboration with the Vibrational Network in Hamburg — a collective of musical and visual artists. A friend reached out about developing a game; I was motivated to build my first isometric game: a Game Dev Story–style simulation with art.
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