KEVIN GLAAP

VITA






MY NAME IS KEVIN. I'M A GAME DESIGNER FROM COLOGNE, GERMANY. EVER SINCE I HAD MY FIRST OWN WEBSITE WHEN I WAS ONLY FIVE YEARS OLD I HAVE BEEN INTERESTED IN MODERN MEDIA. AFTER I FINISHED SCHOOL, I STUDIED COMPUTER SCIENCE AND BECAME A PROGRAMMER, BUT MY TRUE PASSION LIES IN GAME DESIGN. EVER SINCE I KNEW HOW TO PROGRAM I'VE BEEN CREATING SMALL GAME EXPERIENCES - FIRST WITH MEDI8OR, THEN WITH HTML AND JAVASCRIPT AND FOR THE PAST TEN YEARS I'VE BEEN USING UNITY3D. I STUDIED "GAME DEVELOPMENT AND RESEARCH" AT THE COLOGNE GAME LAB. MY GOAL IS TO CONTINUE MAKING GREAT GAMES AS A FORM OF ART FOR EVERYBODY TO ENJOY.


PROFESSIONAL EXPERIENCE



GAME DESIGNER (REL.PINK)

SINCE MAY 2021
DEVELOPMENT AND DESIGN OF UNITY3D-GAMES

GAME DESIGNER (GOODWOLF STUDIO GMBH)

SINCE FEBRUARY 2017
DEVELOPMENT AND DESIGN OF UNITY3D-, JAVA- & WEB-APPLICATIONS

GAME DESIGNER TEACHER (SCHOOL OF GAMES COLOGNE)

SINCE DECEMBER 2018
TEACHING THE BASICS OF GAME DESIGN AND DEVELOPMENT

SOFTWARE DEVELOPER (QEEVEE GMBH / QUEST MILL GMBH)

OCTOBER 2013 - DECEMBER 2016
DEVELOPMENT AND DESIGN OF UNITY3D-, JAVA- & WEB-APPLICATIONS

STUDENT ASSISTANT (QEEVEE GMBH)

2012-2013
DEVELOPMENT OF JAVA- & WEB-APPLICATIONS

FREELANCE WORK, AKADEMIE REMSCHEID

2009-2013
WEB-DEVELOPMENT AND -DESIGN, SUPPORT


EDUCATION



GAME DEVELOPMENT AND RESEARCH (MSC OF ARTS)

2014-2017
COLOGNE GAME LAB

COMPUTER SCIENCE (BSC OF SCIENCE)

2008-2014
RHEINISCHE FRIEDRICH-WILHELMS-UNIVERSITAET BONN





CONTACT / IMPRINT






KEVIN GLAAP
SALZSCHLIRFER STRASSE 12
51103 COLOGNE
GERMANY


TELEPHONE: +49 151 55872671
E-MAIL-ADRESSE: KEVIN.GLAAP@GMAIL.COM

CODE 7



GENRE: CINEMATIC TEXT ADVENTURE
YEAR: 2015
PLATFORM: UNITY3D (WINDOWS/MAC/LINUX)
ROLE: GAME DESIGN, STORY
OTHER TEAMMEMBERS: ZEIN OKKO, DORINA LINEMANN (VOICE)



CODE 7 IS OUR IDEA OF A MODERN TEXT ADVENTURE. IT COMBINES THE TEXT ADVENTURE GENRE WITH CINEMATIC FULLY-VOICED STORYTELLING. YOU HAVE TO PLAY TO IT TO UNDERSTAND HOW WELL A TEXT ADVENTURE CAN FEEL IN 2015.
YOU WAKE UP ON AN ABANDONED SPACE STATION THAT YOU AND YOUR PARTNER WANTED TO INVESTIGATE. AFTER AN INCIDENT YOU BOTH GET SEPARATED AND NOW YOU HAVE TO NAVIGATE YOUR PARTNER TO YOUR LOCATION. YOU DO THAT BY HACKING SYSTEMS AND EXTRACTING INFORMATION.
ON THE WAY YOU FACE SOME DARK STORY TWISTS THAT MAKE YOU QUESTION YOUR IDENTITY.

--- ERROR ---
--- GAME DESCRIPTION HACKED ---
--- SYSTEM BREACH ---


HELLO, IS ANYBODY READING THIS?! HELLO? WE NEED HELP... PLEASE, YOU HAVE TO..

--- ERROR ---
--- INITIATING CODE7 ---


REL.PINK

SEX POSITIVE GAMES AND MEDIA



YEAR: 2021


SEX-POSITIVITY MEANS HAVING AN OPEN, TOLERANT AND PROGRESSIVE ATTITUDE TOWARDS SEX AND SEXUALITY, AND IT ALSO INCLUDES RECOGNIZING ALL GENDER IDENTITIES. IT MEANS EVERYONE SHOULD EXPRESS THEIR HIDDEN DESIRES, BUT CONSENT BY ALL PARTICIPANTS IS ALWAYS REQUIRED.

AT "REL.PINK", WE MAKE GAMES THAT FOLLOW THOSE PRINCIPLES FULLY AND GIVE OUR PLAYERS THE ABILITY TO EXPLORE DESIRES THAT NON-PROGRESSIVE SOCIETIES MIGHT CONSIDER TABOO. THAT MIGHT INCLUDE QUESTIONS OF GENDER, SEXUALITY, KINK, AND FETISHES. WE BELIEVE THAT BOTTLING UP THOSE HIDDEN DESIRES IS NOT AN OPTION, SO WE WANT TO CREATE A SAFE ENVIRONMENT FOR OUR PLAYERS TO LEARN ABOUT THEMSELVES AND THESE COMMUNITIES. EXCEPTIONS, OF COURSE, ARE ILLEGAL THEMES, SUCH AS RAPE, CHILD PORNOGRAPHY, OR BESTIALITY.

WE WORK TOGETHER WITH EXPERTS FROM THE SEX-POSITIVE AND LGBTQIA2S+ MOVEMENT TO DISCUSS THE MORALITY AND MEANING OF OUR GAMES.


A MILLION FACES OF WAR



GENRE: SERIOUS, ADVENTURE
YEAR: 2015
PLATFORM: UNITY3D (WINDOWS/MAC/LINUX)
ROLE: GAME DESIGN, STORY
OTHER TEAMMEMBERS: ZEIN OKKO, TANYA ROMERO, DANIEL G. KOSTYUSHKO



A MILLION FACES OF WAR IS A SIMPLISTIC SERIOUS GAME THAT SHOWS HOW WAR IMPACTS MANY PEOPLE ON THE WORLD THROUGH VERY SHORT SCENES IN WHICH THE PLAYER HAS TO MAKE DECISIONS. EACH SCENE IS A FICTIONAL STORY BASED ON REAL HISTORICAL FACTS, THAT THE PLAYER CAN ACCESS IN THE GAME. THE DECISIONS THE PLAYER MAKES FINALLY LEAD TO A REVELATION OF WHAT THESE MEANT FOR THE STORY OF EACH CHARACTER.


THE OLD MAN AND THE SEA WITH ROBOTS IN SPACE



GENRE: STRATEGY
YEAR: 2015
PLATFORM: UNITY3D (WINDOWS/MAC/LINUX)
ROLE: GRAPHICS, GAME DESIGN
OTHER TEAMMEMBERS: ZEIN OKKO



AT THE COLOGNE GAME LAB WE GET ALL SORTS OF ASSIGNMENTS, FROM MAKING A SERIOUS WAR GAME TO ONE ABOUT A UNICORN FARTING BACON. THIS SEMESTER THE ASSIGNMENT WAS TO CREATE AN ADAPTATION OF THE 1952 NOVEL "THE OLD MAN AND THE SEA" BY ERNEST HEMINGWAY.

THE BOOK IS ABOUT AN OLD MAN SAILING OFF TO THE SEA TO CATCH THE BIGGEST FISH HE EVER ENCOUNTERED. AFTER SEVERAL DAYS OF ENDURANCE HE FINALLY GETS IT, BUT AS HE TRIES TO GET IT HOME ALL HELL BREAKS LOOSE AND HE HAS TO DEFEND IT FROM FIERCE SHARK ATTACKS.

THE GAME IS A STRATEGY GAME, WHERE YOU COLLECT RESOURCES FOR YOUR SHIP WHILE TRYING TO CATCH AN ENEMY SHIP. A LOT OF MINIGAMES WILL TRY TO GET YOU OFF THE TRACK, BUT IF YOU ENDURE EVENTUALLY YOU WILL GET THE SHIP AND FACE THE ACTION PART OF THE GAME. EVERYTHING IN THE GAME HAS SOME REFERENCE TO THE BOOK.


GEOQUEST



GENRE: GAME ENGINE
YEAR: 2012-2015
PLATFORM: HTML5 + UNITY3D (IOS,ANDROID)
ROLE: GRAPHIC DESIGN, UI DESIGN
OTHER TEAMMEMBERS: HOLGER MUEGGE



CREATING MOBILE GPS-BASED TOURS, ADVENTURES AND OTHER GAMES YOURSELF IS WHAT YOU CAN DO WITH GEOQUEST. YOU CAN BUILD YOUR OWN CITY SIGHTSEEING, THINK OF STORIES OR ADVENTURES AND CREATE THEM AS WALKABLE TALES.
YOU CAN CHOOSE FROM A VARIETY OF MODULES THAT YOU CAN COMBINE INTO A QUEST WITH OUR WEBSITE EDITOR. IT HAS SEVERAL DIFFERENT MODES, THAT CAN BE ADJUSTED TO WHATEVER YOU NEED FOR THE TYPE OF QUEST YOU WANT TO CREATE.
WHEN YOUR QUEST IS FINISHED, YOU CAN PUBLISH IT AND EVERYBODY WHO HAS OUR FREE IOS OR ANDROID APP CAN PLAY THEM ON THEIR SMARTPHONES IN THE REAL WORLD.


ACE-INTERNETCITY



GENRE: BROWSERGAME
YEAR: 2003-2006
PLATFORM: PHP+HTML+JAVASCRIPT
ROLE: GAME DESIGN, PROGRAMMING
OTHER TEAMMEMBERS: CORINNA ENGELN (ART)


SINCE MY EARLY CHILDHOOD, I HAD WORKED ON WEBSITES AND LEARNED PHP, SO IN 2002 WHEN BROWSERGAMES LIKE OGAME WERE RELEASED, I DECIDED TO PROGRAM MY OWN. ACE INTERNETCITY USED A LOT OF THE TYPICAL BROWSERGAME MECHANICS LIKE LEVELING UP STATS WITH ALWAYS INCREASING TIMERS.

THE BASIC IDEA WAS A CITY WITH STREETS THAT HAD SEVERAL HUNDRED CONTROL POINTS EACH. YOU COULD MOVE TO A CONTROL POINT TO OVERTAKE IT FOR YOU OR YOUR GUILD. YOU COULD FIND ITEMS, BUY OR CRAFT BETTER ARMOR, AND EVEN FIGHT AND TAME PETS THAT WOULD HELP YOU DURING YOUR OWN FIGHTS.

AT ITS PEAK, ACE INTERNETCITY HAD OVER 3000 PLAYERS, WHICH WAS TOO MUCH FOR THE WEB SERVER TO HANDLE. IT CRASHED SEVERAL TIMES A DAY AND HAD TO BE RESTARTED MANUALLY. THIS LEAD TO ME HAVING TO CLOSE DOWN THE GAME AFTER SOME WEEKS.
SHORTLY BEFORE, I HAD ALSO INTRODUCED A PREMIUM MEMBERSHIP TO KEEP UP THE RISING SERVER COSTS, WHICH DIDN'T STOP THE GAME SHUTTING DOWN, BUT I LEARNED SOME VALUABLE LESSONS ABOUT RUNNING A BUSINESS EARLY ON.

BEHIND



GENRE: HORROR
YEAR: 2015
PLATFORM: UNITY3D (WINDOWS, OSX, LINUX)
ROLE: GAME DESIGN, STORY
OTHER TEAMMEMBERS: ZEIN OKKO



BEHIND IS A SHORT 3D HORROR GAME. ESCAPE AN HAUNTED ART GALLERY, BUT BE CAREFUL BECAUSE THINGS ARE CHANGING BEHIND YOUR BACK.. THE GAME WAS CREATED IN 48 HOURS BY JUST TWO PEOPLE DURING THE ASYLUM GAME JAM 2015.


EXTREME UNICORN BACON SPACE FIGHTER X 3000 UNLIMITED



GENRE: 2D SHOOTER
YEAR: 2014
PLATFORM: UNITY3D (WINDOWS/MAC/LINUX,IOS,ANDROID)
ROLE: ONE MAN PROJECT



THIS IS MY THIRD UNIVERSITY PROJECT AT COLOGNE GAME LAB.

THE TASK WAS TO WRITE DOWN A GAME IDEA ON A PIECE OF PAPER, GIVE IT TO SOMEONE IN THE GROUP AND GET A RANDOM GAME IDEA YOURSELF. THE PAPER I GOT READ "A UNICORN THAT FARTS BACON STRIPS".

WE THEN HAD TWO WEEKS (THE CHRISTMAS HOLIDAY WEEKS) TO CREATE THE GAME.

OUT CAME A 2D SHOOTER WHERE YOU HAVE TO SHOOT WITH BACON FROM THE REAR END OF A UNICORN AT ALIENS. FOR THIS PROJECT I FOCUSED MAINLY ON GAME IMMERSION AND JUICINESS. I WANTED TO HAVE SO MUCH HAPPENING ON THE SCREEN THAT THE PLAYER WOULD BE OVERWHELMED WITH VISUAL INFORMATION THAT HE FORGETS THE WORLD AROUND HIM AND FOCUSES ONLY ON THE GAME ITSELF.