Project Duration: 3 Months
Team Size: 3 (with Friedemann Allmenröder & Rainer Windolph)
My Role: Game Design & Code
Engine: Unity 3D
Platform: PC
Release Date: 16.10.2016

What is ROM?
ROM is a short atmospheric 2D Adventure about exploring a desolate island. Revive the island’s forgotten machines to experience their effects on the environment and combine them in new ways.
How went the Development?
We created ROM as part of our first year in the HTW Berlin Game Design program. Our goal was to create a game, that relies more on being an audiovisual experience, rather than on complex mechanics and therefore is accessible to almost everyone. In the beginning we did a lot of analogue prototyping to get an idea of the of islands layout and the possible interactions. We then transferred the concept to the engine, adding visuals, sound and effects to it.
The development time was constraint to two months. Afterwards we decided to take another four weeks in our offtime to polish and publish the game. Because ROM is a short experimental game it seemed reasonable to release it for free on Since then almost 6,000 people downloaded it from there.

What did you learn?
Given the fact that ROM was the very first game we’ve ever developed, we naturally plunged into a lot of the common pitfalls. We began designing the game from an abstract experience based point of view, rather than to think about what players would actually do in the game. After figuring that out, the scope of the project was beyond anything we could achieve in three months. We had to completely rethink the game at several points during development, so I believe my biggest takeaway is how to avoid those mistakes, or maybe even more important, how to recover if you made them anyway.
On the technical side I’ve learned a lot about how to actually build a game and it’s architecture. I was responsible for some design decisions, code and implementation of the weather effects. After the project I began to feel really comfortable with Unity 3D. Also we made our first experiences with publishing a game and reaching out to media outlets.
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