contact / impressum the one who did all this games & projects showcase scientific publications the places i have worked before
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me
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games
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publications
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work

Contact / Impressum

Roman Graebsch
Mimersgade 56, 3.tv
2200 Copenhagen N
Denmark

Email: r.graebsch(et)gmail.com

greetings everyone!

Welcome to my personal homepage. This site serves mainly as my online portfolio, to easily gather and show the projects I have workend on and other things I have created so far. Enjoy browsing!

Education

09/2010 - 12/2012 M.Sc. in Media Technology & Games at IT University of Copenhagen, Denmark.

 Download M.Sc.Thesis

08/2007 - 08/2010 B.Sc. in Media Informatics at LMU Munich, Germany.
09/2006 - 05/2007 Civil Service at "St. Vincenz Jugendhilfe-Zentrum e.V.", Dortmund, Germany
06/1996 - 07/2006 High-school diploma, Goethe Gymnasium, Dortmund, Germany
06/2002 - 05/2003 Exchange Student at Cambridge High-school, East-London, South-Africa

Skills

programming Object-oriented Programming (C#, Java (incl. Processing))
Web Development (HTML, CSS, JavaScript)
development game engines (Unity 3d, Shark 3d)
graphic design (Adobe Photoshop and Illustrator)
video editing (Adobe Premiere Pro)
3d modeling, rigging, skinning (Autodesk 3ds Max), 3d unwrapping (headus UVLayout)

games & projects



2011

Bearadise Hotel

Teddybears with shotguns. And a vampire.

What:   Local multiplayer top-down vampire hunting
How: Unity Standalone Win
Me: Game Direction & Design, GUI Programming, 3d Modeling

 Download Win

play

Bearadise Hotel is a 2-4 player competitive, yet humoristic top-down 2D game with a strong focus on social interaction between its players. It uses Xbox controllers connected to a pc and is a local multiplayer game, i.e. all players play at the same pc at the same time. Its setting is a teddy bear beach resort inhabited by identical teddy bears, bustling with activity at the peak of the season. Unfortunately, one of the resort guests is a vampire.
The game was developed together with Rune Hilbert, Jens Lauridsen, Jacob Ringbo, Peter Papez and Enric LLagostera at Nordic Game Jam 2012, and further developed at Exile Jam 2012, where it was voted third place by the attendees. Woooh!
Bearadise Hotel - Logo Bearadise Hotel Screenshot Bearadsie Hotel - Screenshot Bearadise Hotel - Poster



2011

Distorpia

It's not a bug, it's the future!

What:   First person action puzzle
How: Unity Webplayer + Standalone
Me: Project Manager

play Distorpia Homepage    Download Win    Download Mac

Politiken review: play

This game was made during six weeks as part of the DADIU program in 2012. I was project manager for this duration, managing a team of 16 persons. The game was reviewed by Politiken, and received 5 out of 6 stars.

"In the near future a corporation named The United States Department of Housing and Urban Development (HUD) have invented a computer system that enables transit to the digital dimension. It was tested in a trial apartment complex, but the experiment malfunctioned and all the residents have disappeared.
You are sent into the quarantined area to gather the experimental computers. To be able to do this you have to go to the digital dimension. Be careful! The former residents still haunt the place like virtual ghosts. Don’t get caught, or you will be stuck in the digital dimension forever."

Distorpia - Poster Distorpia DigiDad Distorpia - Digital Dimension Distorpia - Level Overview



2011

Joust!

Knight. Lance. Steed. That's all you ,need!

What:   Kinect based jousting game
How: Kinect, Unity + OpenNI
Me: Producer, Character Modeling

play Homepage   play Trailer

play play

Joust! is a Kinect game for Xbox in which anyone can become a mighty knight! The game allows you to joust against your friends on split screen and compete in grand tournaments. A quirky medieval world awaits, creating a compelling gameplay experience for children and adults alike. Take control of your lance with one arm, while slapping the back of your horse with the other arm to speed up.

Joust! was developed during the UKs premier video game competition, Dare to be Digital 2011. I was part of the scandinavian team selected to go to Dundee, Scotland and developed the game in the course of two months with a team of five people.

The game was showcased at Dare Protoplay 2011 and won the first place in the competition, and thus Joust! is nominated for a BAFTA award in the Category "Ones to Watch"!

Joust! Logo Miliseconds before the final impact Hamish and Helga jousting against each other greenhouse



2011

Astropirates

"In space noone can hear you ARRRRR!"

What:   Team-based competitive pirateship combat in space
How: PC, Unity Webplayer
Me: Project Management, Game Design & 3d Modeling

 play Play    Trailer    Download Win

As part of the the 2nd semester project at ITU, I was producing a project which uses the Unity engine to create a team-based, competitive spacepirate combat game. As Project Manager, I was leading a team of 6 students using agile development methods (SCRUM). Furthermore, I was modelling some of the games 3D assets, as well as the interior, including texturing and unwrapping. The game allows the player to operate a spaceship by switching between different stations on the ship, namely Pilotseat, Gunturrets and the Auxiliary Turret.

Screenshot 1 astro2 astro3 astro4



2011

Luminotics

Nordic Game Jam 2011

What:   Cooperative maze-mayhem!
How: Java
Me: Project Management, Game Design

 play Trailer    Homepage

Luminotics is a game developed during the Nordic Game Jam 2011. It is a two player cooperative game, where the players have to navigate through a labyrinth before darkness closes upon them. The game was developed during 48 hours by six people, me leading them as the project manager and helping with level design.

lumi1 lumi2 lumi lumi4



2010

genesis

In the beginning...

What:   Puzzle
How: Java/Processing Applet
Me: He did it all

 Play

An individual assignment during my studies at ITU, this little puzzle applet was designed and coded by me in the course of less than a week. This exploratory game challenges the players resourcefulness in his attempt to create earth.

Play it here!

genesis1 genesis2 gen3 gen3



2010

Osoi

Screaming Samurai

What:   Cannabalt meets Voice triggered Bullettime meets Swordfighting
How: Unity / Java
Me: Game Design, Game Development, 3d Modeling & Animation

Game prototype produced during my first semester at ITU. In this sidescrolling, cannabalt-like nonstoppable samurai game, the player has to avoid or kill his enemies. The game uses voice input to recognize war-cries by the player ("kiai") to slow down game time, thus allowing the player to achieve his difficult task.

genesis1 genesis2 osoi3



2010

LastLoop

Visualizing your LastFM histories

What:   Interactive LastFM visualization
How: Java / Processing Applet
Me: Development, Design, Evaluation

 Website    Trailer

LastLoop is the project behind a bachelor-thesis about "Visualizing multiple LastFM listening histories" written at the LMU Munich. It is an Java application running within the Browser, enabling the user to easily compare different LastFM listening histories.
lastloo genesis2



2010

Spongebob und die verlorenen Farben

IP-licensing? I don't know what your're talking about...

What:   Platformer
How: Shark3d
Me: Game Development

This project started as an assignment during my bachelor studies at LMU, but was developed well beyond the course scope by myself and four fellow students. It is a simple platformer, created using the Shark3D engine. My role during the development process was mainly scripting and animation handling, as well as some auxiliary modeling.
The Design Document can be downloaded here (*.pdf / german).

sponge1 sponge2 sponge3 sponge4



publications

During my work at DOCOMO Euro-Labs I was part of the Smart and Secure Services Research Group (S3), which led to the following publications.

2011

Touch to Play - Exploring Touch-Based Mobile Interaction with Public Displays

Gregor Broll, Roman Graebsch, Maximilian Scherr, Sebastian Boring, Paul Holleis, Matthias Wagner
In Proceedings of the 3rd International Workshop on Near Field Communication (NFC2011), Hagenberg, Austria, February 22, 2011, ISBN 978-0-7695-4327-7

Mobile interactions with public displays are often indirect and not very convenient for multiple users at the same time. In this paper we use the physical, touch-based interaction with Near Field Communication (NFC) to investigate direct mobile interactions with public displays for multiple users. For that purpose, we adopt the Whack-a-Mole game for dynamic NFC-displays, which combine the physical interaction with NFCtagged objects and the visual output capabilities of public displays. We show that a grid of NFC-tags can be used to implement direct mobile interaction with public displays in general and a highly interactive multiplayer game in particular. Our study shows that users appreciate this physical, NFC-based mobile interaction, although technical advances are still necessary in order to improve its recognition rate of about 70%. The study also indicates that users are willing to interact with large displays in public, but prefer private or semi-public places, where their interactions attract less attention.

2010

Dynamic NFC-Displays as a Prototyping Platform for Direct Mobile Interactions with Public Displays

Gregor Broll, Wolfgang Reithmeier, Roman Graebsch, Paul Holleis, Matthias Wagner
UBI Challenge Workshop 2010 at Ubicomp 2010, Copenhagen, Denmark, September 26 - 29, 2010

Mobile interaction with public displays is usually indirect and depends on the limited input features of mobile devices. Dynamic NFC-displays combine the simplicity and directness of mobile interaction with NFC-tagged, physical objects and the visual output capabilities of public displays. In this paper, we explore this technology as a prototyping platform for the development of more direct and personal mobile interactions with public displays for Ubiquitous and Urban Computing. We present use case scenarios, discuss the basic technology and report our experiences with two applications for information exchange and gaming.

2010

Touch to Play - Mobile Gaming with Dynamic, NFC-based Physical User Interfaces

Gregor Broll, Roman Graebsch, Paul Holleis, Matthias Wagner
Design Competition at MobileHCI 2010, Lisboa, Portugal, September 07 - 10, 2010

Mobile devices can take advantage of physical interaction with their environment and its objects to compensate their constrained input and output capabilities. For that purpose, dynamic NFCdisplays combine the physical interaction with NFC-tagged user interfaces and the output capabilities of public displays. We have adopted this technology for the Whack-a-Mole game to show how it can improve the accessibility and usability of mobile games. This paper describes the design of the game and explores how physical interaction with dynamic NFC-displays can compensate the constraints of mobile games and enrich their gameplay.


work

Mind-numbing sommer jobs are not included in this list...

03/2012 - present

Co-founder Digital Knights I/S

Our vision is to establish Digital Knights as a Copenhagen-based company with focus on gesture controlled and innovative technology in games. Founded by Agne Gediminskaite and myself, the company grew out of the initial team that developed Joust! in order to continue development after winning the Dare to be Digital 2011 game development competition and getting nominated for a BAFTA "Ones to watch" award in 2012.
03/2012 - 09/2012

DADIU Greenhouse 2012

The DADIU Greenhouse is an incubator by the danish national academy of digital, interactive entertainment. As most of the initial team on Joust! was part of the DADIU productions 2011, we were able to take part in the Greenhouse with Joust!. Through the Greenhouse we received hands-on consulting and mentoring from multiple industry professionals on business development topics, as well as sponsored trips to Nordic Game and the GDC Europe.
06/2009 - 07/2010

Working Student at DOCOMO Communications Laboratories Europe (DOCOMO Euro-Labs)

I was part of the Smart and Secure Services Research Group (S3) at DOCOMO Euro-Labs. During my time at DOCOMO, I was solely responsible for evolving the in-house, Java based Near Field Communication (NFC) framework. The framework is mainly employed to build applications which use physical, touch-based interaction to investigate direct mobile interactions with public displays for multiple users. Among other things, I extended the existing framework by its multi-user components, developed and designed a NFC-based Whack-a-Mole game (see Publications) and created an interactive map protoype for the London metropolitan area.
05/2008 - 05/2009

Working Student at Holtzbrinck Online Services

At Holtzbrinck Online Services I was integrated into the team of web-developers at Holtzbrinck Online Services. My tasks consisted of helping to maintain several regional and national newspaper sites (e.g. www.suedkurier.de) using their respective CMS, as well as developing new features and designs using HTML, JavaScript and CSS.
06/10/2006 - 06/28/2006

Internship in design department at gambit marketing & communication

During my internship at gambit marketing & communication I got aquainted with the procedures in an advertising agency and worked with Adobe Creative Suite in order to develop alternative design ideas from sketch to pitch on customer's orders.
An internship certificate and reference can be found here (german).