“What we see is only a fraction of what actually exists.”
– Michio Kaku
HomeScape
I am currently in the early stages of developing a game in my free time that lets players design, furnish, and experience their own virtual home—both on desktop and in VR. The concept is continuously evolving as I test and refine mechanics and visual systems. The game is built in Unity using C# for gameplay logic and HLSL with Amplify Shader Editor for custom shaders. The project focuses on creating an immersive and realistic simulation with materials that react dynamically to environmental conditions such as heat, frost, and moisture.
For further details, please check the description of the attached YouTube video.
Multi-user VR Language Learning
As part of my Master’s thesis at the University of Koblenz, I developed a multi-user VR application that facilitates the introduction to language learning. Supervised by Prof. Dr.-Ing. Stefan Müller and Alexander Maximilian Nilles, M.Sc., the project explores how collaborative interactions and realistic virtual environments can enhance language learning. The application allows multiple users to explore interactive scenarios—such as a floating market or temple—combining gamified exercises with contextual vocabulary learning. Built in Unity with Photon Networking, the system supports various interaction methods to ensure accessibility. User testing and expert feedback showed that VR-based learning can significantly enhance motivation, contextual vocabulary retention, and active engagement.
For more details, please check the description of the attached YouTube video.
VRoom
This hybrid AR/VR application was developed as part of my Bachelor’s thesis at the University of Koblenz, supervised by Prof. Dr.-Ing. Stefan Müller and Bastian Krayer, M.Sc. The project explores how Augmented and Virtual Reality can be combined to improve the interior design process through intuitive AR-based interaction and immersive VR visualization. Users place furniture using physical markers in AR and then seamlessly transition into VR to experience their design in full scale. A custom-built headset prototype combining an Oculus Rift and an external webcam enabled both modes. The system was built in Unity using C#, Vuforia, and the Oculus SDK. This project demonstrates the practical synergy between AR and VR, offering enhanced usability, collaboration, and spatial understanding in design workflows.
For more details, please check the description of the attached YouTube video.
Fish Swarm Simulation
This GPU-accelerated fish swarm simulation was developed by me, Nico Ell, and Lucas Hilbig during the “Animation & Simulation” course at the University of Koblenz, supervised by Prof. Dr.-Ing. Stefan Müller. Inspired by Craig Reynolds’ Boids model, two autonomous swarms navigate an underwater world, seeking food and avoiding obstacles. The simulation runs on the GPU via Compute Shaders to enable large-scale real-time behavior. Obstacle avoidance is achieved using voxel-based distance fields, while swarm coordination follows a dynamic Master-Slave architecture with fitness-based role switching. A uniform grid and spatial hashing enable fast neighbor searches and collision handling. Rendering uses custom vertex and fragment shaders for real-time fish animation.
For more details, please check the description of the attached YouTube video.
Slap-Stickman
What happens when a simple stick figure trapped in its paper world suddenly comes to life? “Slap-Stickman” is an animated short film created as part of the university course Animation with Blender at the University of Koblenz, led by Sebastian Koslik. This story was brought to life using Blender by me, Elena Geiger, and Julian Stadager. The film follows a stick figure that awakens through a gust of wind, only to find itself facing unexpected dangers—a flickering candle, a sharp cactus, and more. Can it overcome all obstacles and escape its two-dimensional fate?