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Outside

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About game Bratislava Game jam 2016 Best Aeshetic Experience Award winner Outside is a short first-person narrative game made for Bratislava Game Jam 2016. The theme of the jam was: “transition”. The game is about an old man struggling with loneliness while trying to break free from his daily routine. The player has a possibility to break the circle of his monotony and escape, or he can decide not to do anything and stay in his everyday routine forever. The game uses a movie-like cutting between scenes to show a short “windows” of a fast passing time and a blend of hand-drawn 2d graphics with voxel based 3d environments. Dev team Jana Malatincova – illustration, Peter Facko – game design / 3d graphics, Alexander Palasthy – code, Jana Balusikova – SFX, copywriting Special thanks to guys from GrandBeats.com for making those awesome soundtracks and sfx possible. We would also like to thank the organizers, Lubica and Matej, from Mladý pes and all the game jam participants, for creating such a wonderful atmosphere.
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MORNING 361 / 12 389 (concept)

(made with unity 3D) A short game-like sketch is part of my long – standing research of everyday work / leisure habits. The game is about a mundane work-day morning scenario, when you wake up  just a few minutes before your alarm rings. In my version, you can extend this short moment of peace by rearranging digits on the alarm clock and literraly fight the time. Or you can just toss them in the air enjoy the magical realism spectacle as they float through a room. Either way, the alarm will ring at 07:00:00am and wake you up.
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mine

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videogame / site-specific The game was originally created on a 10-day game-making workshop in a former mining town of Banská Štiavnica (Slovakia). The theme of workshop was “power”. My idea was to make a game from a perspective of 17th century miner in his job of pushing a mine cart full of ore (town was famous for its silver and gold mining) out to the surface. Power manifests itself in relation between miner and a dangerous, unpredictable environment of the mine. Player is forced to follow only one path and “do his job”. The idea of hopeless repetitive hard work is also reflected in game controls, where an aspect of physical work is present. The original version of the game uses a custom made controller – a pressure sensor mounted to the wall and powered by Arduino. Player needs to physically push against the wall to move the mine cart and progress in game. There is also a web version of the game, where a brute force is replaced with smashing the same button as fast as possible. You can play the web version here if you want to destroy your keyboard.
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Playground

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site – specific instalation / videogame Single-player game about nostaligic merging of present and past. view into installation space(left ) and the DIY game controller made of old keyboard (right) view from the player’s perspective. The game starts in a virtual copy of the installation room
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soSocial

flash game, 2013 The game mimics our behaviour patterns on social networks. You have to shoot down as many “likes” and “shares” as possible, until you became  overwhelmed. You just cannot win!  
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