Impressum
Project: Info terminals and iPad apps Frankfurt Motor Show 2017 (IAA), Tokyo Motor Show 2017,
Los Angeles Auto Show 2017, New York International Auto Show 2017 and
Poznań Motor Show 2017 (Poland)
Client: Porsche
My role: Lead Programmer
Software: Unity3D
For the Frankfurt Motor Show (IAA) I was involved in developing multiple new applications for the Porsche show floor.
On 8 iPads visitors could check the features and technical specifications of all of Porsche's car models. In addition to that, it also contained informational material on four special topics.
The app was developed in Unity3D.
The next evolution of the Porsche Connect exhibit software was developed in Unity3D as well. It still divided the different features of Porsche Connect in different widgets, but more game-like elements were integrated to gain visitors interest. In one of the widgets a stylized 3D car had to be directed through the streets of a virtual city.
The application was a huge success and was also showcased later at the Tokyo Motor Show and Los Angeles Auto Show.
In the exclusive lounge VIP guests could check out all the most luxurious options and the history of the manufacturer on 4k touch screens.
This app also featured a sound shower where visitors could hear the distinct engine sounds of different models.
Users could switch between German and English at any point in the apps.
I was also involved in developing the Under Control exhibit. Here the driving assistance systems were showcased by having visitors balance a real ball on a moving platform. On the screens below different videos of streets and gravel roads supported the immersion.
The step I was mostly in charge of was developing a VR prototype of the exhibit to develop an interesting gameplay.
To log in to the gallery please contact me via info (at) tristanweber.com for the password.
Gallery
Project: Info terminals and VR app at Paris Motor Show 2016 (Mondial de l’Automobile),
Los Angeles Auto Show 2016, NOAH London 2016 and Auto Zuerich 2016 (Switzerland)
Client: Porsche
My role: Lead Programmer
Software: C++ / openFrameworks (touch screen applications), Unity3D (VR application)
In the VR experience visitors had the chance to virtually drive around in a Porsche Panamera.
Bass shakers were built in to the bench to increase the immersion.
The two touch screen apps were based on the same design and showcase functionality of the Porsche Connect App.
Visitors could read up on the features, watch promotional videos and check real time information on weather, train stations, flights and traffic.
The application was a huge success and this version of the software later went with slight adjustments to London, Zurich, New York and Poznan.
To log in to the gallery please contact me via info (at) tristanweber.com for the password.
Gallery
Solo project: Post processing effect for Unity
The Pixelation Camera allows users to quickly setup a separate pixelized render layer.
This allows the creation of assets with retro aesthetics with all the benefits of 3D assets (no need to draw individual sprites per frame, real time lighting and shading, smooth animations, etc.)
Users can mix pixelized assets with high resolution assets in the same scenes to create a unique look for their game!
Features:
- pixelize 3D objects
- pixel size is adjustable
- pixel color depth is adjustable
- effect usable for individual objects by adding them to a separate render layer
- usable as a fullscreen effect
Available on the Unity Asset Store
Solo project: Prototype systems for an action role playing game
My bachelor project in my 7th semester at University of Applied Sciences Darmstadt.
The project consists of three major parts: A demo scene with a playable character showcasing the pixelation shader I developed. The pixelation shader renders 3D objects in pixelated retro aesthetics.
The second part was the procedural generation of 3D landscapes to create the game world.
Finally I implemented a prototype quest generator that is heavily based on the paper A Prototype Quest Generator Based on a Structural Analysis of Quests from Four MMORPGs by Jonathon Doran and Ian Parberry. My main contribution was the creation of a virtual social system that models the conflicts and relationship dynamics between virtual characters.
To get more impressions of the project you can download and read my bachelor thesis or look at the final presentation I did as part of my colloquium.
Project: Info terminals at Frankfurt Motor Show 2015 (IAA)
Client: Porsche
My role: Lead Programmer
Software: Unity3D
At the IAA the Porsche Communication Management (PCM) software was showcased with this exhibit. It was a two screen installation. The bottom screen was a touch screen where different points en route to the Porsche museum could be selected to play videos on the top screen. The map was fully 3D and users could fly around virtual Stuttgart.
To log in to the gallery please contact me via info (at) tristanweber.com for the password.
Gallery
Project: Unreal VR Game
My role: Modeling / Rigging & Controls / Animation / Shading / Blueprint
Abyss was my 6th semester project at University of Applied Sciences Darmstadt.
My contribution:
- modeling of ship
- modeling and shading of monster in the depths
- modeling and shading of centipede (didn't make it into the final game)
- shading of all water effects
Download the project here:
Oculus driver version <= 0.6.1
https://www.dropbox.com/s/y9pzzztq4f693ky/AbyssGame_Oculus0.6.1.rar?dl=0
Oculus driver version >= 0.7.0
https://www.dropbox.com/s/kz7xfutgkwrwrmt/AbyssGame_Oculus0.7.0.rar?dl=0
As it was a project for a German university, all dialogue is in German.
You are a scientist out on the open sea with your colleagues and you're here to investigate a strange signal from the depths of the ocean.
You can look around while descending. It is not intended to do anything besides watching the events unfold.
The game ends after the final monologue when the screen fades to black.
Some screenshots:
Project: Animated Short
My role: Modeling, Simulations
Tower of Babylon was my 5th semester project at the University of Applied Sciences Darmstadt.
My contribution:
- Smoke & Fire Simulations using TurbulenceFD in Cinema 4D
- Physics simulations (wrist watch, debris)
- Modeling (wrist watch, some room assets, hallway)
Watch the video below to learn more about my contribution to the project!
Project: Warface
My role: Intern User Interface Programmer
As part of my Animation & Game studies at the University of Applied Sciences Darmstadt I did an internship at Crytek's Frankfurt office for 6 month.
I contributed to the UI code for Warface.
Project: Animated Short
My role: Modeling / Rigging & Controls / Animation
Glow was my 3rd semester project at the University of Applied Sciences Darmstadt.
My contribution:
- modeling of balloon plants (final shot)
- modeling of the fluid in the flower
- all rigs and controls
- animation of the butterfly drinking shot
Watch the video below to learn more about my contribution to the project!
Project: Info terminals at Geneva Motor Show 2013 (Salon International de l'Auto) and Frankfurt Motor Show 2013 (IAA)
Client: Porsche
My role: Support Programmer (Geneva Motor Show) / Lead Programmer (Frankfurt Motor Show)
Software: C++ / openFrameworks
Project: iOS strategy / defense game
My role: Programmer
Eden Defender was my 2nd semester project at the University of Applied Sciences Darmstadt.
My contribution:
- all programming in C# and the Unity game engine
- most dying animations
- most bullet modeling and texturing
- most effects (e.g. the boars splash attack)
- icon graphics inside the tooltips
Watch the video below to learn more about my contribution to the project!