Simon Denkhaus

Raun

Platform: Android, HTC Vive (Windows) Engine: Unreal Engine 4

Disclaimer

This game is still early in its development, therefore all informations below might change during the course of its development. However I have tried to restrict to elements that are unlikely to change drastically. However, some changes are to be expected.

Introduction

Raun follows the adventure of the young viking Thorkel who sets out to prove worthy of his father's pride by exploring distant lands and fighting mighty creatures.
It features diorama-style levels and focuses on puzzle-solving and simple combat utilizing Thorkel's sword along items he finds on his journey.
Game and Level Design are influenced by The Legend of Zelda and Captain Toad Treasur Tracker, while the world is loosely based on norse mythology and Scandinavian landscapes.
The controls are optimized for touch devices, relying solely on taps and swipes to control Thorkel's actions. In VR, the game utilizes room-scale tracking for moving around the diorama level and motion controllers to guide Thorkel through the level.

Development

The development of Raun started in July, with the the first prototype expected to be completed at the end of August. It is being developed as a semester project with the prospect of continuation by Mindblown Interactive, a team of Game Design students at the Mediadesign University in Munich.
We are using Unreal Engine 4 to achieve a visually rich but well performing game across a variety of mobile devices as well as HTC Vive. While we are starting development for Android and Vive, the possibility of a later addition of other platforms exists.
The first prototype will feature a minimum of three fully playable levels inlcluding an item (grappling hook), puzzles, enemies, combat, collectibles, challenges and a boss.

My Role

As the creator of the original Game Design and Pitch for Raun, I take a central role in its development. While Sebastian Jantschke has assumed the role of Game Designer, I keep involved in the game design as Vision Keeper.

My primary role however is Lead Programmer, managing two other programmers in creating the systems driving this game. I design the games architecture and main systems and realize them as well as support the other programmers and communicate to other departments.