Hello!
I am Jan-Helme Henke, a Game Designer and Developer. I finished my Studies in Game Design at the HTW Berlin in 2015 and am working in the industry ever since.
Below you can find a collection of some of the work I did during that time.
Butter By The Fish
I am currently working on my own, unannounced project with my teammates at Butter By The Fish.
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Professional Work
Sea of Solitude
(2017-20, 3+ Years, Jo-Mei)
Storyheavy adventure game about a young woman diving into a metaphor-filled world, coming to grips with her family trauma.
My tasks included:
– Gameplay programmer for enemies
– Implementation of boat-gameplay
– VFX art
– developing editor tools
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Storyheavy adventure game about a young woman diving into a metaphor-filled world, coming to grips with her family trauma.
My tasks included:
– Gameplay programmer for enemies
– Implementation of boat-gameplay
– VFX art
– developing editor tools
(more)
King of Karts
(2015-16, 12 Months, wonderkind GmbH)
Mobile fun-racer in the style of mario kart with LAN and splitscreen-capability.
My tasks included:
– team management
– implementation of kart physics, AI, items, UI
– design of game modes and items
– developing editor tools
– Implementation networkcode
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Mobile fun-racer in the style of mario kart with LAN and splitscreen-capability.
My tasks included:
– team management
– implementation of kart physics, AI, items, UI
– design of game modes and items
– developing editor tools
– Implementation networkcode
(more)
The Virus - Cry for Help
(2016, 6 Months, wonderkind GmbH)
A textbased adventure-game for mobile devices, set in a zombie apocalypse
My tasks included:
– building complete codebase, including story scripting tools for author
– Implementing appleWatch-support
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A textbased adventure-game for mobile devices, set in a zombie apocalypse
My tasks included:
– building complete codebase, including story scripting tools for author
– Implementing appleWatch-support
(more)
University Projects
Bachelor Thesis
(2015, 3 Months)
In my bachelor thesis, I investigated the use of procedurally generated levels as a tool for rapid prototyping.
My tasks included:
– Implementing procedural levelgeneration
– developing simple topdown game
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In my bachelor thesis, I investigated the use of procedurally generated levels as a tool for rapid prototyping.
My tasks included:
– Implementing procedural levelgeneration
– developing simple topdown game
(more)
Other
Prototypes
I created about 40 jam games and prototypes in my free time over the last years. This helped me a lot in honing my design sensibilities.
Here is a small collection of my works.
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Here is a small collection of my works.
(more)