
Programming, Technical Art and Design
Daniel Schutko
BISCUIT BREAKER
Biscuit Breaker was made during my second semester Game Design at HTW Berlin.
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The game is a 2D puzzle, where the goal is to bring two chocolate biscuits together with the marshmallow to create a tasty s'more. Manipulating biscuits, and finding the right fit to reach the goal is key to advance in the game. I later continued working on this project during my Master's degree under the new name "One S'More".


DEVELOPMENT
Being my first experience with creating a game in a team, Biscuit Breaker provided me with many new challenges. The main problem in our team was time management. We did not have a work schedule, nor did we meet regularly to work together. We usually just set deadlines to finish tasks, but often only started working on those tasks a few days in prior.
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This experience taught me much in further project, where the time management was better.


MAQUETTE
In the course of my first semester at HTW Berlin, I worked on a maquette for a self designed character. During the process of modelling it, I learned much in terms of character design, proportions and time management.
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This project later helped me a lot, when starting with digital 3D modelling. Having the experience of physically modelling a character brought me a different view on modelling, which I could not achieve purely digitally.


LOGO DESIGN
Next to university, I also taught myself Vector Art, using Affinity Designer. I started by getting some clients for small paid logo design tasks, which I am still doing from time to time.
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Making work for clients taught me many things, especially on how to properly communicate with people and asking them for the exact information I need to finish the task. Even though it is not always easy to please every client, I definitely enjoy doing those tasks.
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I have the permission of my clients to show the logos in my portfolio.








