Maximilian Stürzl
Game Programmer and Designer

EMERGENCY (Unreal Engine 5/C++)

EMERGENCY

A game made by Sixteen Tons Entertainment.
Released August 2023 for PC

  • I started out as a gameplay and systems programmer, but over time took over other parts of development starting with the backend, tooling and UI.
  • My main work since 2021 was mostly User Interface, working closely with the design and art department, creating layouts, animations and shaders. I also did a deep dive into UMG and Slate, creating widgets from scratch including custom geometry.
  • During the course of development I became part of the leads of my department.


EMERGENCY HQ (Unity/C#)

EMERGENCY HQ

A mobile puzzle/strategy game made by Sixteen Tons Entertainment.
Released early 2018 for Android and iOS.

  • I worked on multi platform architecture including frontend-backend communication, authentication, user-to-user interaction and in-app-purchases
  • I completely changed the way the QA, level design and other programmers can test the game by creating a new, user friendly and situation aware developer console.


Drag (Unity/C#)

Drag Banner

A small mobile puzzle game made by my company GearEight Games.
Released mid 2017 for Android and early 2018 for iOS.

  • I wrote the code for every aspect of the game, including: Gameplay, Transition, Advertising, Purchasing, Levelmanagement, Color management.
  • I wrote the Unity plugins and external tools, like the level editor, in C# using WPF.


Glowing Darkness (C#/Level Design)

Glowing Darkness

Mobile puzzle game made during my internship at Upjers GmbH. Released 2016 (after I left the company, but actually not much changed) for Android and iOS.

  • I designed nearly half the levels.
  • I wrote and extended the level editor, written in XNA and WinForms.


Color it up (Tools Programming/Level Design)

Color it Up

Mobile puzzle game made during my internship at Upjers GmbH. Released 2016 (after I left the company, but all of the levels were still under my supervision) for Android and iOS, but they removed it from the AppStore.

  • I supervised the level design on this one and created a few levels.
  • I wrote the level editor in Excel using VBA

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