
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
Edu-Gamejam
DIVINIANTS
Puzzle Game
Designed a smooth, grid-based movement system with customizable step duration and grid size, supporting both single-input and held-input control schemes.
Implemented interpolated transitions for position and rotation to enhance visual responsiveness and gameplay feel.
Integrated layered obstacle detection using physics-based checks to differentiate between impassable and interactive (stumble-triggering) objects.
Developed context-sensitive behavior when encountering different types of obstacles, enhancing gameplay depth and character interactions.
Built a mirrored movement mechanic for secondary characters, allowing inverse control schemes for puzzle or challenge scenarios.
Enabled communication between player entities to coordinate behavior changes, such as cancelling movement in response to shared environmental triggers.
Structured movement logic into reusable components, allowing easy extension and customization for different characters and scenarios.
asynchronous systems to manage movement states and input gating efficiently.
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.