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Game Design and Development graduate with a strong focus on gameplay programming and prototyping. Skilled in building interactive systems using C# and JavaScript, with hands-on experience in Unity. Adept at creating intuitive, user-friendly interfaces and bringing creativity into digital content development. Highly motivated to merge technical expertise with creative design, collaborative in team environments, and eager to expand knowledge and skills through challenging and innovative projects.

Published Games

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BakenBreak

Created entirely independently (except for sound), Bake and Break is a fast-paced roguelike where players take on the role of Alex the Baker to recover stolen recipes. Designed and implemented all gameplay systems, including room-based enemy waves, 5+ enemy types per world plus bosses, a weapon crafting system with five unique effects, combo mechanics for light and heavy attacks, and a fully functional inventory and crafting system. Developed 3D top-down gameplay with clear visual feedback, procedural room generation for varied experiences, and full controller and keyboard support using the new Input System.

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Battle Mage

Fully developed independently (except for sound), Elemental Arena is a 2D pixel art arena game where players face 30 waves of enemies and a final boss. Designed and implemented all gameplay systems, including four upgradeable elemental abilities, wave-based combat with five enemy types, upgrade cards after each wave, and passive effects such as lightning strikes. Built a permanent progression system using in-game currency for upgrades. Created all custom pixel art, animations, and cutscenes, ensuring a cohesive visual style and engaging player experience.

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Smart Trio

Developed entirely independently (except for sound and some visual assets), this vertical 2D mobile game features three fast-paced mini-games designed for quick reflexes and casual play. Implemented all gameplay mechanics: a pull-and-shoot ball game with realistic ricochets, a fast-reaction number game requiring rapid taps on the highest or lowest number, and a simple math challenge solving for missing values. Built a canvas-based UI including menus, options with SFX/music sliders, pause functionality, and a login system to track high scores across sessions, delivering a polished and engaging mobile experience.

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Space Plant

Developed entirely independently (except for sound), Spaceplant is a 2D pixel art platformer with eight levels and a final boss. Implemented all gameplay mechanics, including tight jump-and-shoot controls, handcrafted levels with increasing difficulty, varied plant-based enemies, and a challenging boss fight. Created a consistent custom pixel art style for the entire game, ensuring a cohesive and engaging player experience.

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Castle Defenders

Developed entirely independently (except for sound and some visual assets), this local 1v1 turn-based artillery game lets players fire physics-based cannonballs to destroy each other’s castles. Implemented all gameplay mechanics, including destruction with Rigidbody-based falling blocks, health tracking based on blocks hitting the ground, three cannonball types (standard, explosive, growing), and turn-based controls with shared input. Designed consistent projectile options each round to enable strategic gameplay and ensured a polished, engaging player experience.

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Default Capsule

Developed in a 3-day game jam with one other developer, I handled all programming, created custom assets, and produced sound effects for Default Capsule, a quirky 1v1 party game. Players share a controller to battle as customized capsules in a 3D world on a 2D axis. Implemented capsule customization, weapon pickups, chaotic duel mechanics, and fast-paced local multiplayer gameplay, creating a unique and engaging experience.

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2D Space Shooter

PROJECT SUMMARY

Developed entirely independently (except for some visual assets and sound), this fast-paced 2D space shooter features wave-based enemies, power-ups, and a dynamic boss fight. Implemented all gameplay mechanics, including six power-ups, four enemy types, a final boss, wave-based progression with escalating difficulty, an ammo system, and damage feedback with screen shake. Built responsive controls and ensured the game is playable in the browser via WebGL, delivering a strategic and engaging player experience.

Galaxy Shooter

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Cinematic Space Pilot

Developed entirely independently (except for sound and some visual assets), this 2D spaceship game features fluid controls and switchable camera views. Implemented all gameplay mechanics, including smooth 2D movement with multiple speed modes, cockpit and third-person views, cinematic mode after idle time, and event-triggered cutscenes with VFX. Integrated gameplay-synced audio and cinematic camera transitions to create a dynamic arcade-style experience.

Patrick Kienzler © 2025 - All Rights Reserved

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