Kunstharz. A turn-based one-on-one first-person shooter with equalized directionality.

To be seen at Play Austria in September 2017.

Team members:

  • Philipp Stadler
  • Sarah Sauseng
  • Andreas Haslinger
  • Thomas Preindl

Dust Sucker



Dust Sucker is an tactile explorative on-line RPG (room polishing game). Some would describe it as a vacuum cleaning simulation. Play it.

Team members:

  • Julia Angerer
  • Andreas Pointner
  • Parzival Legmaier
  • Thomas Preindl




A realtime graphics demo created together with the marvellous Philipp Stadler. Have a look at our code. Buzzwords: HDRR, bloom, caustics, flocking simulation.





The Spritzerbot is a commisioned piece for monochrom. It is a cocktail robot which serves Kaiserspritzer, a mixed drink of wine, soda water and elderberry syrup. Its open and non-obfuscating design encourages to explore the working machanisms of the machine.
The insignia was meticulously designed by Luis Utrillas.

It was created for the food/cocktail robot festivals Hedonistika (Tel Aviv) and Roboexotica (Vienna).

Could also be seen on Austrian television.



POLYCRUSHER is a local multiplayer game for up to 4 Players.


Ingame screenshot


Character design sheet of Birdman


The Polyscrusher team getting feedback from Riot Games’ champion designer Bradford “CertainlyT” Wenban.


A heatmap generated for level optimization.

Responsibilities: character design, modelling, rigging and animation of most of the characters and some enemies. Furthermore I developed a tools for data aggregation and visualization, which we used for analysing player behaviour and the online highscore. I also was responsible for the conceptualization and editing the game trailers.

POLYCRUSHER is already released on Steam!

Public Appearance (selection):

Team members:

  • Parzival Legmaier (project lead, programming)
  • Dietmar Rammerstorfer (programming)
  • Andreas Pointner (programming)
  • Sarah Sauseng (level design, asset modeling, app programming)
  • Julia Angerer (character design, animation, production)
  • Thomas Preindl (concept art, character design, animation, database communication)
  • Andreas Haslinger (app programming, network communication, interface design)
  • Pascal Moschina (soundtrack)

For more information visit

Fluid Communication


Digital communication, in its electronic form, is invisible to the eye. We created a machine that visualises the flow of binary data, by using oil and water as binary states instead of voltage levels.

The software which serves as data source is a simple chat program. If the user enters text and sends it, the machine sends the binary representation of that text by alternately pumping clear oil and colored water through the tube. The two differents fluids represent the binary data: Oil for 0, Water for 1. The resulting black and white pattern is the decoded data sent from the terminal.

The machine communicates with itself, decoding the pattern it has generated. Through the turbulences in the tube the data gets distorted. This distorted data reminds us of the difficulties that one has to overcome to build reliable digital devices.


Oil and water – the resource for communication


The encoded data


Team members:

  • Thomas Preindl (idea, programming, electronics, project lead)
  • Anna Maureder (assembly, design, planning)
  • Petra K√∂nigstorfer (assembly, design, planning, accounting)



The Fngism is the official band synthesizer of the experimental performance group FNG. The circuit is based on various 4093 NAND circuit designs on the internet. It has a switch for unpredictable sound mayhem. The wooden casing was made by Bastian Enzenhofer.


Organic Vase

Inspired by the Ovomorph Egg in Alien (Ridley Scott, 1979) designed by H. R. Giger.