Bernhard Handler

Bernhard Handler

After Bernhard Handler had abandoned (but not forgotten) his childhood dream of becoming a LEGO set designer, he enrolled at the University of Applied Sciences Hagenberg to study Interactive Media. There he learned everything he needed to turn his crazy ideas into working games. The nice folks at Sproing then gave him the opportunity to use his newly acquired super powers on some real world™ game development.

Apart from games, Bernhard likes watching snowflakes dance, reciting user manuals in languages he doesn't know and giving names to random insects crossing his path. See you soon, bumblebee Manfred!

PS: He likes receiving nice e-mails, too: hello@bernhardhandler.at.

Game Portfolio

Angry Birds Holiday

Screenshot of Angry Birds Holiday
Screenshot of Angry Birds Holiday

After years of fighting with the pigs, the Angry Birds are ready to put the slingshot aside and take a different approach. Your goal: keep those piggies fed, happy, and (most importantly) distracted from their intense desire to steal and eat the eggs!

Help the characters of the Angry Birds Movie develop the perfect holiday destination for the pigs and dissuade those green thieves from their egg snatching ways once and for all!

Credits

Developed by Sproing, published by Rovio

Release Date

2016

Platform

iOS

Technology

Athena (Sproing's proprietary game engine), C++

My Tasks

Gameplay programming (quest and tutorial system). Making silly jokes about the inability of our French colleagues to pronounce the letter H. I'm sorry, Pierre!

Sigils – Battle for Raios

Screenshot of Sigils
Screenshot of Sigils
Screenshot of Sigils
Screenshot of Sigils
Screenshot of Sigils
Screenshot of Sigils

Sigils combines battle arena style gameplay with a cast of memorable and charismatic champions. Unlike many MOBAs, these champions level up in classic role-playing-game fashion. You as the player have to support your champions in their fight against the evil insect-queen Xestia and her army. Prepare yourself for dynamic and surprising environments and enemies!

The game offers an engaging story-mode, which you can play alone or cooperatively with up to two friends. The real challenge waits as soon as you compete with other humans in PvP matches! Who will be the best champion of all time?

Credits

Developed by Sproing, published by Gameforge

Release Date

2015

Platform

iOS

Technology

Athena (Sproing's proprietary game engine), C++

My Tasks

Network programming (integration of Photon, lobby system, matchmaking). Gameplay programming (skill system). Fixing a very elusive bug which sometimes made the player's champion walk in the air. Damn you, path smoothing!

Night Mary

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Screenshot of Night Mary
Screenshot of Night Mary
Screenshot of Night Mary
Screenshot of Night Mary

Mary could still feel her mother's good night kiss on her cheek as she drifted into an uneasy sleep. Dark and seemingly endless landscapes unfolded in front of her, inhabited by evil creatures and filled with dangerous traps. Will Mary be able to escape this never-ending nightmare?

Night Mary is a 2D platform game with procedurally generated levels. This means that — unlike usual — the game world is not manually designed and loaded into the game, but dynamically created by special algorithms at runtime. This approach can greatly reduce the resources needed for producing game content while at the same time it increases replayability as the dynamic level generation guarantees that every game session offers a different player experience.

Night Mary was exhibited at the Ars Electronica Festival 2012 in Linz where it caught — together with other exciting projects — the attention of Austrian radio station FM4.

Credits

Bernhard Handler

Release Date

2012

Platform

Windows

Technology

Unity, C#

My Tasks

Programming. Drawing the silhouette of a little girl and crudely animating it. More programming. Writing a Master's thesis about all of this.

Roadeo

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Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo
Screenshot of Roadeo

Roadeo is a two player racing game with a twist: Road and car compete for the victory! One player controls direction and ascent of the constantly growing roadway, while the second player tries to keep their race car on the unpredictable course for as long as possible.

The game idea was pitched for a university project and was met with initial scepticism: A game about a road versus a car?! Can this possibly work? There was only one way to find out: Make a game about a road versus a car! And so — after some persuading — work on Roadeo could start. A prototype was developed and the potential it showed finally cleared up the last bit of doubt about the viability of the rather unconventional game idea. Innovation wins! And so does road. Or car.

Roadeo made its first public appearance at the Ars Electronica Festival 2011 and was featured on various international gaming sites when it was released as a free online game in October 2011.

Credits

Bernhard Handler

Release Date

2011

Platform

Web

Technology

Unity, C#

My Tasks

Programming. Art. Design. Marketing. Learning what it means to get your game noticed by a bigger audience and even make some money off it. Obviously buying new games from that money.

Dude, Hit Space to Play?!

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Screenshot of Dude, Hit Space to Play?!
Screenshot of Dude, Hit Space to Play?!
Screenshot of Dude, Hit Space to Play?!
Screenshot of Dude, Hit Space to Play?!
Screenshot of Dude, Hit Space to Play?!

Two super heroes lost their abilities when fighting over a half-eaten taco. The mysterious League of Blub sent them to space, tied together by a band of energy, fighting for survival. Who will prevail? Red or Blue Dude?

The game was created in only 36 hours based on the theme “Dude, Where's My Super Powers?!” for the Hagenberg Game Jam 2011 and was exhibited at the NEXTCOMIC Festival 2012 in Linz.

Credits

Bernhard Handler, Nico Harather, Gernot Raudner

Release Date

2011

Platform

Windows

Technology

Unity, C#

My Tasks

Brainstorming with the team. Eating junk food. Programming. Having a blast.

Ein Ball für alle Fälle

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Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle
Screenshot of Ein Ball für alle Fälle

One ball, one goal and some scribbles one a piece of paper … And all you have at your disposal are a pencil and the laws of physics. So you draw some lines for the falling ball to bounce off and reach its ever changing destination: An ice cream scoop in one level, a car wheel in the next. The less of the pencil lead you use and the more of these nasty ink spots you catch on the way the more points you will score.

My first game ever! Complete with my home-made little physics engine. Why did nobody tell me how much work all that would be? Well, I wouldn't have listened anyway.

Credits

Bernhard Handler

Release Date

2007

Platform

Web

Technology

Adobe Flash, ActionScript

My Tasks

Programming. Art. Design. Realizing that creating an entire game from scratch is a lot of hard work. Realizing that having a finished game after all this hard work is exhilarating.