
Oliver Grimm | Technical Game Designer
🎮 Game Developer & Tech Enthusiast
🎓 Former Event Tutor at Games Academy (1 Year)
🛠️ Unreal Engine – Junior Entry Level, small C++ experience, extensive Blueprint prototyping
🎯 Unity – Strong C# & Research Skills
🎨 Adobe Creative Suite & DaVinci Resolve – Design, Editing & Video Production
📷 Hobby Photographer – Capturing moments & creative shots
📺 Casual Streamer – Playing & Creating Games Live
⛏️ Former Minecraft Server Moderator – Managed a community
Solo-Project
MEATGRID
Quake 3 Inspired Multiplayer Shooter
Unreal Engine 5 Development: Developing a fast-paced game using Unreal Engine 5.
Steam Online Subsystem for Multiplayer: Integrated Steam Online Subsystem for multiplayer support, enabling seamless online interactions and matchmaking.
Game Feel & Juiciness: Focused on enhancing the game's "feel," ensuring smooth and satisfying mechanics, responsive controls, and engaging visual feedback.
C++ Knowledge Improvement: Aimed at strengthening my C++ skills in Unreal Engine by building complex game systems, including custom gameplay mechanics and multiplayer features.
Modular Project Architecture: Designed the project with a modular approach, making it easy to implement and extend new features as the game evolves.
Cutting-Edge Technologies: Integrated modern technologies such as Raytracing, DLSS4, FSR4, and Frame Generation for enhanced graphical fidelity and performance.
Game-Designer/Character-Programmer
UI-Designer and Programmer
Crimson Curse
Created the Character Controller and UI Animations
Modular Character Controller: Development of a flexible controller for a Metroidvania with precise platforming and expandable abilities.
Physics-Based Movement Systems: Implementation of dash, wall jump, and other Metroidvania-style movement abilities.
Combat System: Development of a responsive attack and hit feedback system for a smooth combat experience.
UI Animations with DOTween: Implementation of dynamic animations for menus, HUD elements, and game progression.
Metroidvania-Style UI: Development of a map overview and ability systems for clear player guidance.
Game Design Document (GDD): Creation and continuous maintenance of the documentation for Crimson Curse, focusing on level progression, abilities, and enemy design.
Vision keeper/Programmer/gamedesigner
Planet: Inferno
Programming in Unreal with C++ and Blueprints in combination
Weapon System: Designed and implemented a fully functional weapon system using Blueprints and C++ for various weapons with unique behaviors.
Hit Feedback and Gunplay: Developed responsive hit feedback with visual and sound effects to enhance the player's shooting experience, including recoil, muzzle flash, and impacts.
Health System: Integrated a dynamic health system for the player and enemies, with damage indicators and death animations.
Environment Hazards: Created environmental hazards that interact with both the player and NPCs, adding strategic elements to gameplay.
Vision Keeper: Implemented a "Vision Keeper" system for AI, managing field of view, line of sight, and reaction to player visibility.
Shader-programming
Annika und Dukkha
Shader Programming in HLSL Unity
Shader Programming: Developed custom shaders to create unique visual effects and improve the overall graphical experience of the game.
VFX Effects: Designed and implemented various visual effects (VFX) such as particle systems, explosions, and environmental effects to enhance gameplay immersion.
Menu Design: Created intuitive and visually appealing menus, improving user experience and accessibility within the game.
Decal Effects: Integrated decal effects for environmental interaction, adding depth and realism to the game world, including damage marks and footprints.
Presentator/Programmer
DoYouFeelSafe?
Representing the Project and assisted with code Stuff
Team Lead & Presenter: Led the development team, managed project milestones, and presented progress and final results to stakeholders and during presentations.
Character Controller Programming: Programmed the character controller, implementing smooth movement, animations, and interactions for a responsive player experience.
AI Programming: Developed the AI systems for enemy behavior, including pathfinding, detection, and reactive actions to create a tense and engaging horror experience.
VFX and Lighting: Designed and implemented visual effects (VFX) and lighting systems to enhance the eerie atmosphere and tension within the game.
Niagara Effects: Utilized Unreal Engine's Niagara system to create dynamic particle effects, such as fog, blood splatters, and supernatural elements, increasing immersion and fear factor.
Trailer Editing: Edited the official game trailer, showcasing key gameplay moments, atmosphere, and tension to attract and engage the audience.