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.
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| 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)
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| 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)
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games & projects
| 2011 |
Bearadise Hotel
Teddybears with shotguns. And a vampire.
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!
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| 2011 |
Distorpia
It's not a bug, it's the future!
Politiken review:
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."
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| 2011 |
Joust!
Knight. Lance. Steed. That's all you ,need!
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"!
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| 2011 |
Astropirates
"In space noone can hear you ARRRRR!"
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.
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| 2011 |
Luminotics
Nordic Game Jam 2011
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.
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| 2010 |
genesis
In the beginning...
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!
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| 2010 |
Osoi
Screaming Samurai
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.
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| 2010 |
LastLoop
Visualizing your LastFM histories
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.
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| 2010 |
Spongebob und die verlorenen Farben
IP-licensing? I don't know what your're talking about...
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).
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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 |
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.
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| 2010 |
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.
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| 2010 |
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.
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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.
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| 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.
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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.
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| 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.
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| 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).
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