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.