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If you're here, it's probably because you like my work and want to support me. Thank you! All the support I get helps me immensely to continue doing what I love.

TUNGSTEN LANDS

AN ATMOSPHERIC MULTIPLAYER SURVIVAL GAME

Tungsten Lands is the game I am currently developing. It is a cooperative first-person survival horror experience set in a frozen wasteland. Either alone or in a group, you will face the frost and the abnormal horrors that haunt the cold environment. Tungsten Lands is in the early stages of development and is being worked on in my free time. If you’re curious, feel free to join the Discord, explore more on the Tungsten Lands page, or stay here to check out my other projects below.


VISIT TUNGSTEN LANDS
EXPLORE MORE OF MY GAMES ▼

EVERSLAUGHT Invasion

VR Horde Action

About

EVERSLAUGHT Invasion is a VR action game for solo and co-op play. You play as a hero from the Cleric Order, fighting against the Corrupted. You can team up online as a Warrior, Rogue, or Vanguard. It was first released in early 2023 for Meta Quest 2 and Pico. Later we released an updated version with some improved VFX and Gameplay with the Survivors Update.


Development

I joined MobX in September 2022, a year after EVERSLAUGHT Invasion's development already began. I was quickly welcomed and integrated into a great team, and my early tasks included key gameplay systems like the tutorial and meta progression. A month before the game's Quest 2 release, I was promoted to Technical Director shifting my focus to improving development processes and creating a shared codebase for future projects. I also started preparing the game for multiple platforms, including PC, Pico, and PS VR2.

Despite our hard work and dedication, we faced some significant challenges during and after the development. The VR market wasn't as rewarding as we had hoped, leading us to halt our journey as a developer team.

Game Director   Gihad Chbib  
Executive Producer   Bilal Chbib  
     
Lead Game Designer   Niklas Wirths  
Junior Game Designer   Mohab Mousa  
     
Technical Director   Jonathan Lang
Game Programming    Clemens Schmitt  
   Patrick Temborius  
   Aaron Grabowy  
   Gihad Chbib  
Junior Programmer   Aiman Chbib  
     
Art Director / Lead Writer   Matan Gantz  
Technical Artist   Mathis Oster  
VFX Artist   Kurt Rexrodt  
   Mathis Oster  
Animation   Kurt Rexrodt  
Concept Artist   Arton Rexhebogaj  
Texture / Prop Artist   Marie-Delphine Schickel  
3D Generalist   Janos Weyhknecht  
3D Environment Artist   Steven Jung  
Studio:   MobX GmbH  
Publisher:   Fast Travel Games  
Engine:   Unity
Development:   2 Years
Type:   Shipped
Category:   VR, Horde, Action

SQUISHIES

Roll them Home

About

I ported Squishies® to the Quest3. I was only involved in its development after it had already released on multiple platforms including steam and PSVR.

Official Description

Squishies® is a puzzle platformer built exclusively for Virtual Reality. Guide the rolling Squishies through perilous mazes - or get creative with the powerful level editor and cross-platform level sharing! Push and pull the Squishies with the air blasts of your controller - but be careful not to let them fall off the edges! Use alien technology, curious machinery and the characteristics of the alien lifeforms to bring the little rascals home safely. The game also features a fully functional level editor and cross-platform level sharing! It's never been easier to build a new level within minutes by painting the architecture into the air with your hands!

Producer / Game Designer   Bilal Chbib  
Art Director   Arton Rexhëbogaj  
Lead Programmer   Thomas Hopper  
Programmer   Zoltán Majoros  
   Florian Wurth  
Game Researcher   Franziska Funken  
3D Artist   Simon Kickartz  
CG Artist   Oswin Neumann  
QA Lead   Usama Sarmad  
Music + SFX   Sound of Game  
PC Port   Massive Miniteam  
Quest 3 Port   Jonathan Lang  
   Aaron Grabowy  
Studio:   Brainseed Factory  
Engine:   Unity
Type:   Shipped
Category:   VR, Puzzle

Ports

Games I Helped Bring to Multiple Platforms

About

During my time at Massive Miniteam, I worked on several game ports. This mainly included technical stuff, including optimizing the games to run on various platforms, managing input schemes, and tackling other tech challenges that came our way.

Revenant City

Massive Miniteam Gamejam

About

We developed Revenant City during a one-week game jam at Massive Miniteam, which began with an idea and team formation day and concluded with a final presentation. Our team consisted of one artist, Simon, and two programmers, Lukas and me. Lukas came up with the idea for a grim city builder that emphasizes tight resource management and relentless escalation, quickly overwhelming the player. Despite the short time frame, Revenant City comes very close to realizing that vision.


Art   Simon Kickartz
Programming   Lukas Fabry
Programming   Jonathan Lang  
Studio:   Massive Miniteam
Engine:   Unity
Development:   ~3 Days
Type:   Gamejam
Category:   Strategy, City Builder, Realtime
Download
Revenant City 50 MB

Eyes Closed

Seal Your Senses

About

Don't look, don't listen! Eyes closed offers you a narrative driven horror experience with elements of exploration and experimental game mechanics set in a solitary Siberian environment of the early 50s. Protect your senses from A1, a terrifying, all-consuming anomaly, and uncover the dark secrets surrounding it.


Development

The development took 3 weeks and was part of a collaborative prototyping by game artists and game programmers at the School of Games in cologne. The only requirement was to create a game using Unreal Engine. After the initial 3 weeks of development I and some other members worked on our own for a few days to add some final polish to the game.

Creative Lead:   Jonathan Lang  
Programming:   Jonathan Lang
   Mark Herdt  
3D Modelling:   Irfan Alici  
   Johannes Trimpe  
   Johannes Brinke  
   Eda Ayhan  
Sculpting:   Johannes Trimpe  
Animations:   Justin Ervens  
Game Design:   Jonathan Lang  
Sound Design:   Jonathan Lang  
Level Design:   Jonathan Lang  
Writing:   Jonathan Lang  
Engine:   Unreal Engine 4.26
Development:   ~3 Weeks
Type:   Prototype
Category:   Horror, Exploration
Download
Eyes Closed ~2.5 GB

Akasha

The Last Light

About

Akasha - The Last Light is a fast-paced wave shooter offering you a synthy retro experience. Your goal is to defend against an increasing number of enemies that will attack you on sight. However, your main objective is to protect the last remnants of your almost forgotten civilization.

Development

We were a team of six students included me as the only programmer and five artists. This game was part of a three-week prototyping session at the School of Games.

Story

As the player, you embody Akasha, the princess of the long-lost desert planet, Wylan. Your noble quest is to halt a perplexing mechanical force that threatens to obliterate the last monumental artifact of your once flourishing but now vanished civilization. In a desperate act of preservation, Akasha sacrifices herself to Ymir, a demonic entity who repurposes her physical form as a vessel. Together, they work to stop the destructive machines and safeguard the final beacon of light.

Engine:   Unity
Development:   ~3 Weeks
Type:   Prototype
Category:   FPS, Arcade
Game Design:   Jonathan Lang  
Programming:   Jonathan Lang  
Lookdev:   Timur Ural  
3D Modelling: Timur Ural  
   Michelle Ferber  
   Eda Ayhan  
   Leon Mlaiel  
Animations:   Justin Ervens  
Voice Acting:   Eda Ayhan  
   Timur Ural  
Download
Akasha 176 MB

Hinterland

Atmospheric Study

About

This project is a study on atmosphere. A theme was chosen and analyzed beforehand to elaborate auditory and visual elements that could be used to create an atmosphere that conveys feelings related to the selected theme without the use of dialogue or gameplay. Developing the scene took no more than a day.

Engine:   Unreal Engine 4.26
Development:   1 Day
Type:   Study
Category:   Atmosphere, Walking Simulator
Download
Hinterland 110 MB

Tic Tac Toe

A Study On Gamefeel

About

This version of the popular game Tic-Tac-Toe is a study of feel, sound design and visual design. The task was simple: Make Tic-Tac-Toe as juicy as possible. Your opponent is basically just a simple PRNG, so don't expect a lot of resistance. If you are still looking for a challenge, try to get a tie and keep the balance between light and dark.

Engine:   Unity
Development:   3 Days
Type:   Study
Category:   Casual, Atmosphere
Download
Tic Tac Toe 43 MB

Queue-Connect

Repair Robot Friends

Gameplay

Queue Connect is an endless runner in which you have to repair as many robot friends as possible. But beware! don't make too many mistakes or you GET FIRED!


Development

My classmate and I developed this game as a side project during our two-year game programming course. Inspired by a prototype from Global Game Jam, we ambitiously expanded the scope, turning it into a recurring challenge throughout school. Despite our inexperience, we kept refining it between other projects and eventually released it on Google Play. While the final game differed from our original vision, it was a valuable learning experience in scope management and persistence.

Engine:   Unity
Development:   ~1 Year
Type:   Released Mobile Game
Category:   Arcade, Endlessrunner, Mobile
Programming:   Jonathan Lang  
Artworks:   Jonathan Lang  
Programming:   Mark Herd  
Download
Queue Connect 100 MB
Download
Queue Connect 64 MB

Space Game VR

A VR Prototype

About

This project was an approach to VR development and to get to a better understanding of the quirks and pitfalls of it. I made this game in two weeks during another prototyping we had at the School of Games. This time we were not working in teams but alone.

Engine:   Unity
Development:   2 Weeks
Type:   Prototype
Category:   VR, Space
Download
VR Prototype 169 MB

Coffee Break

Save The World

About

You are Coffeeman, a superhero with the power of... well nobody really knows and that's not really important. BUT, you have to save the world! The only problem? You've just got up and need a coffee before you can save anything! Your task is to collect all the items to make coffee. But there is a catch. Each door requires a different key to unlock. Can you save the world before nothing is left to be saved?

Development

This game was the first time for me working in a team to create a video game. We developed this game at the beginning of our two-year education during the first prototyping we had at the School of Games.

Game Design:   Jonathan Lang  
Programming:   Jonathan Lang  
   Kevin Gummersbach  
Compositing:   Natascha Charné  
   Jonathan Lang  
3D Modelling Natascha Charné  
   Kim Elina Staab  
   Angelina Schmidt  
   Justin Ervens  
Engine:   Unity
Development:   2 Weeks
Type:   Prototype
Category:   Casual, Adventure
Download
Coffee Break 53 MB

Breakout

My First Game

About

This is the first game I ever made at the School of Games.

Engine:   Unity
Development:   ~1 Week
Type:   Study
Category:   Retro, Arcade
Download
Breakout 21 MB