Currently, I am focusing my research on the following topics:
- Virtual Worlds The design engineering process of virtual worlds, including topics such as level design, formal gamespaces and game engineering.
- Games The design engineering process of games in the context of game design, game engineering, and software engineering. This includes topics from the decision-making process during development, to documentation and prototyping, to the actual game and beyond.
- Behavior Specification for Reactive Systems The design engineering process of complex reactive systems with focus on behavior and structure.
- Humans & Machines Everything about the intersection of humans and machines, including Human-Computer Interaction, User Interfaces, and User Experience.
- Graphs & State Diagrams The formalisms and semantics of graphs and state diagrams, including topics such as the specification process, understanding process, patterns, and graph drawing in the context of state diagrams.
- Diversity, Equity, and Inclusion Everything related to the question: How can we create solutions that represent our society?
I have a Master of Science in "Informatics: Games Engineering". At the moment I am a doctoral candidate at the Technical University of Munich.
- Master of Science in "Informatics: Games Engineering" from the Technical University of Munich (2019). The topic of the master thesis is "Behavior Specification for Reactive Systems".
- Bachelor of Science in "Informatics: Games Engineering" from the Technical University of Munich (2016). The topic of the bachelor thesis is "Multi Kinect Fusion for Virtual Environments".
In recent years I have received the following recognitions:
- TeachInf Award 2021/2022 for excellence in teaching (german title: "TeachInf Award für die Beste Pflichtveranstaltung Wintersemester 2021/2022") for my contribution to the course "Interaction Methods and Devices" awarded by the MPI Student Council from the Faculty of Informatics at TUM.
- TeachInf Award 2020 for excellence in teaching for my contribution to the course "Interaction Methods and Devices" awarded by the MPI Student Council from the Faculty of Informatics at TUM.
- TeachInf Award 2020 for excellence in teaching for my contribution to the course "Introduction to Audio for Games" awarded by the MPI Student Council from the Faculty of Informatics at TUM.
- Auszeichnung für hervorragende Studierendenprojekte im Studienjahr 2015 (Award for outstanding student projects in the 2015 academic year) for the "Semester Game Jam" awarded by the MPI Student Council through the Student Representatives in the Faculty Council of Informatics at TUM.
In recent years, I have contributed to a number of scientific publications:
- Weber, S., Rudolph, L., Eichhorn, C., Dyrda, D., Plecher, D. A., and Klinker, G. (2022). Frameworks Enabling Ubiquitous Mixed Reality Applications Across Dynamically Adaptable Device Configurations. Frontiers in Virtual Reality.
- Rudolph, L., Dyrda, D., Plecher, D. A., and Klinker, G. (2022). Retrospective on Teaching Game Analysis for Games Engineering Students. Game Analysis Perspectives Conference (pp. 25-34). abstract
- Weber, S., Dyrda, D., Ludwig, M., and Klinker, G. (2020). Ubi-Interact. MobiQuitous 2020 - 17th EAI International Conference on Mobile and Ubiquitous Systems: Computing, Networking and Services (pp. 291-300). abstract
I have been teaching at the university since 2014. Starting out as a tutor, I have been working as a researcher at the university since 2019. In 2020, I turned my professional focus toward teaching. I work with students of all majors, with many of my subjects and topics focusing on informatics and game engineering. As part of my teaching, I am involved in several lectures and courses: I lead the exercises for the lectures Interaction Methods and Devices and 3D User Interfaces; I teach the courses Introduction to Audio for Games and Level Engineering; and I am involved in the seminar Game Analysis and practical courses for the master's programs.
Many of the courses I am involved in were awarded the Teaching Award for excellence in teaching at our faculty. Interaction Methods and Devices was awarded as the best compulsory lecture and Audio for Games was awarded as the best elective. I am very pleased that the hard work we put into our teaching is being recognized by our students.
Below you can find a detailed list of my teaching activities.
- Interaction Methods and Devices at TUM as exercise instructor in the following semesters (WiSe 2020/2021, WiSe 2019/2020, WiSe 2017/2018 as tutor, WiSe 2014/2015 as tutor)
- 3D User Interfaces at TUM as exercise instructor in the following semesters (SoSe 2021)
- Level Engineering: Methods and Tools for Creating Game Environments and Level Design at TUM as lecturer in the following semesters (WiSe 2021/2022)
- Introduction to Audio for Games at TUM as lecturer in the following semesters (WiSe 2021/2022, SoSe 2021, WiSe 2020/2021, SoSe 2020, WiSe 2019/2020, WiSe 2016/2017)
- Seminar - Game Analysis at TUM as advisor in the following semesters (WiSe 2020/2021, WiSe 2019/2020)
- Master Praktikum Games Engineering at TUM as advisor in the following semesters (SoSe 2020)
- Nachprojekte at TUM in the following semesters (WiSe 2015/2016)
- Introduction to Software Engineering at TUM as tutor in the following semesters (SoSe 2015)
Besides teaching in lecture and course formats, I advise many scientific theses and research projects. In recent years, I advised more than 80 bachelor's and master's theses and over 15 seminar papers and guided research programs.
- "A Practical Approach to Documents in Game Development" by Alexandru Balotescu, wip
- "Collaborative Real-Time XR for Spatial Design Processes" by Felix Neumeyer, wip
- "Developing a Unified Wayfinding Support Framework for 3D Games" by Albert Zach, wip
- "Developing a Reactive Character Controller for 3D Action-Adventure Games" by Julius Krüger, wip
- "Creating Interaction Methods for Visual State Diagram Editors" by Sahin Er, wip
- "3D User Interfaces for Virtual World Engineering using Virtual Reality" by Marian Ludwig, 2022
- "Game Balancing: Fair Experiences in Competitive Multiplayer Video Games" by Van Minh Pham, 2022
- "Visual Debugging in Reactive Programming for Games" by Katharina Sadzik, 2022
- "Engineering a State Diagram Editor for Optimal Developer Experience" by Ariola Lami, 2022
- "Remote Assistance Tools for Virtual Experiences" by Maximilian Hotter, 2021
- "Information Flow in Distributed Multi-Agent Systems as a Game Mechanic for Immersive Story Worlds" by Jakob Raith, 2021
- "Communication and Interaction Methods for Virtual Courses" by Maximilian Mayer, 2021
- "Easy to Learn, Hard to Master: Tutorials for Challenging Games" by Leopold Traub, 2021
- "Smart Game Worlds: Application of Hierarchical Graphs Generated from Scene Structures" by Jean-Luc Etgen, 2021
- "Artificial Intelligence Assisted Content Generation for Games based on Hierarchical Graphs" by Winfried Baumann, 2021
- "Aesthetic Graph Drawing of Complex State Diagrams" by Cedric Fromm, 2021
- "Development of an Emotion Engine for Games" by Ibrahim Asif Mirza, 2021
- "Games Engineering: A Formal Approach to Game Spaces" by Claudio Belloni, wip
- "Procedural Content Generation for Dungeons with Focus on Replayability" by Flo Hauser, wip
- "Maps in Video Games: Principles and Practice of Map-Based Wayfinding Support Techniques" by Tobias Heller, wip
- "Diversity in Games: Methods and Tools for Inclusive Game Development" by Martin Schacherbauer, wip
- "Developing a Boss Battle Framework for the Unity Game Engine" by Mike Molnár, wip
- "Artificial Intelligence Assisted Content Generation for Level Design Processes" by Lukas Pichler, wip
- "Optimization of Application Funnels with Game-Typical Elements" by Philipp Altrogge, wip
- "State Machines in Game Development: A Serious Game about Theory and Application" by Philipp Müller, wip
- "Creating Engaging Game Spaces for Location-Based Games Using Procedural Content Generation and Real-World Models" by Alexander Keussen, 2022
- "Boss Board: A Tabletop Modeling Approach to Boss Engineering" by Jacob Lütje, 2022
- "Towards an Adaptive Framework: Pacing in Nonlinear Game Spaces" by Mahdis Sabzevarzadeh, 2022
- "Agent-Based Modelling as Level Design Method for Fair Gamespaces" by Marvin Neske, 2022
- "Developing a Virtual Reality Terrain Editor for the Godot Game Engine" by Damian Schneider, 2022
- "Unified Camera Controls: Developing a Camera System for 3D Computer Games" by Christoph Ertsy, 2022
- "Developing a Wayfinding Support Framework for Virtual Spaces" by Joshua Weggartner, 2022
- "Development of a Boss Design Tool in the Unity Game Engine" by Nikita Mukha, 2022
- "From Assets to Game Worlds: Pipeline Engineering for Level Design" by Paul Simon Hemming, 2022
- "Adaptive Quest Systems for Role-Playing Games" by Manuela Poschenrieder, 2022
- "Design Engineering of Metroidvania Games: Principles and Patterns" by Kim Simon, 2022
- "Procedural Dungeon Generation for Games Based on Hierarchical Graphs" by Lorenzen Meneses, 2022
- "Developing a Modular Agent Controller for 3D Games using Reactive Programming" by Maximilian Pfaff, 2022
- "Dynamic Pacing and Adaptive Challenges in Video Games" by Leonhard Chen, 2022
- "The Language of Bosses: A Formal Framework for Game Engineering" by Pascal Neubert, 2022
- "Gameplay Based Anti-Cheat Measures" by Caroline Rendenbach, 2022
- "Development of a Data-Oriented Gameplay Foundation System to Execute State Diagrams" by Daniel Garcia Laderas, 2022
- "Inclusion and Diversity in Game Development: Principles for Unbiased Design Decisions" by Lorena K. Vitale, 2022
- "Inclusion and Diversity in Game Engineering: An Ethical Framework for Game Development Processes" by Diana Hellmann, 2022
- "Agent-Based Modelling as Game Design Method for Combat Balancing" by Margarita Kukhtevich, 2022
- "Game Engineering Principles: Fair Gamespaces for Competitive Multiplayer Games" by Felix Bartossek, 2022
- "Boss Engineering: Methods and Tools for Game Development" by Clemens Fromm, 2021
- "Motion Planning using Hierarchical Graphs and Localized Tessellation of Two-Dimensional Space" by Simon Pirsch, 2021
- "Cinematography and Aesthetic Camera Control for Video Games" by Saman Miran, 2021
- "Interactive Visualization of Complex State Diagrams for Optimal Developer Experience" by Moritz Will, 2021
- "Design Principles Based on Game Elements to Support Wellbeing Demonstrated by a House Plant Care App" by Kseniia Chernikova, 2021
- "Procedural Generation of 2D Level Structures Based on Hierarchical Graphs:" by Markus Gumbart, 2021
- "Adaptive Difficulty in Massively Multiplayer Online Role-Playing Games to Create Optimal Experience" by Lukas Liu, 2021
- "Game Design Principles for Multiplicative Gameplay" by Katharina Seitz, 2021
- "Immersive Voice Interaction for Real-Time Tactics Games" by Felix Stieglbauer, 2021
- "Dynamic Storytelling Based on Complex Graphs" by Dominik Huber, 2021
- "Interactive 3D-Applications as Progressive Web Apps" by Valérie Redl, 2021
- "Immersive Wayfinding for 3D Games" by Qiyuan Zhu, 2021
- "Development of a High-Performance Engine to Execute Statecharts for Games" by Matthias Ellerbeck, 2021
- "Development of an Augmented Reality Application for the Stratey Board Game Go" by Tran Minh Nguyen Duc, 2021
- "Testability of Probabilistic State Diagrams" by Maximilian Vollath, 2020
- "High Performance Programming: Development of a Gameplay Foundation System Component Based on Complex State Machines" by Julian Geheeb, 2020
- "Dynamic Detection of Player Types and Adaptation of Player Components for Optimal User Experience" by Viktoria Kirchleitner, 2020
- "Enhancing Inclusion and Innovation in Games Engineering" by Chrysa Bika, 2020
- "Interactive Simulation and Visualization of Molecular Structure Dynamics in Virtual Reality" by Philip Neugebauer, 2020
- "Information Flow in Distributed Multi-Agent Systems" by Lars Eble, 2020
- "Application of Spatial Information Derived from 3D Scene Structures in Games" by Matthias Hainz, 2020
- "Adaptive Difficulty in Video Games to Foster Optimal Experience" by Georg Eickelpasch, 2020
- "Interactive Storytelling and Emotions" by Julius Krüger, 2020
- "Gamification of Common Workflows in Editor User Interfaces" by Akbar Suriaganda, 2020
- "Game Design Principles for Story-Based Action Role-Playing Games Played without the Sense of Sight" by Felix Borst, 2020
- "Gameplay Analysis of Competitive Games to Support the Game Design Process" by Luca Türk, 2020
- "Simulating 2D Game Physics using dynamic Navigationgraphs" by Lars Hinnerk Grevsmühl, 2020
- "Analysis of Level Design Graphs" by Marcel Zurawka, 2020
- "Acoustic Wayfinding Support in Real Environments without the Sense of Sight" by Mehment Dereli, 2020
- "Acoustic User Interfaces for Improving Situational Awareness" by Monika Srdic, 2020
- "Complex Interaction Mechanisms for Spectator Integration in Games" by Viola Stumpf, 2019
Master Lab Course
- "Infiltrate the Castle" with Jan Eberle, Felix Kosian, Felix Stieglbauer, Nikola Tomic. 2022
- "Shattered World" with Marian Ludwig, Moritz Naser, Jakob Raith, Akbar Suriaganda. 2020
- "Virtual Teaching: Challenges and Opportunities" by Jeremias Bohn, 2021
- "Aesthetic Graph Drawing of Hierarchical State Diagrams" by Maximilian Hotter, 2020
- "Creating Fairer Games In Counter-Strike Through Level Design Patterns" by Nicolas Teofilovic, 2022
- "The Layers of Accessibilty in Games" by Nathalie Maria Galla, 2022
- "Character Customization in MMORPGs: Exploring Player Motivations in Final Fantasy XIV" by Manuela Poschenrieder, 2022
- "Graph-based Visualization and Pattern Finding: Raids in World of Warcraft" by Laura Marsoner, 2022
- "Being Yourself: Women in Video Games" by Lorena K. Vitale, 2021
- "Graph-based Analysis of 'Among Us'" by Pascal Neubert, 2021
- "Modding and Scripting as ”Serious Game Mechanic” - Analyzing the Script Editor of X3:Terran Conflict" by Philipp Mueller, 2021
- "Analysis of the map from League of Legends" by Franz Kleber, 2021
- "Graph-based Analysis of The Legend of Zelda: A Link to the Past: Backtracking and Dungeon Design" by Julian Geheeb, 2020
- "Analysis and Classification of Walking Simulator" by Maximiliane Münch, 2020
- "What makes a good Antagonist?" by André Wörle, 2020