Maximilian Wallach

Codename Steel

First Person Shooter

It is the year 2030, and the main character Kate is on a secret mission to neutralize a potential terrorist. In an ambush, Kate gets seriously wounded and loses ​consciousness.

When she awakes she finds herself fitted with a prototype bionic arm that is directly connected to her brains neural network. 
Scientist Dr. Edward Roberts, teaches Kate to improve her new capabilities. 

The adventure begins as the alarm in the facility goes off, and ​mercenaries storm the room to kidnap Kate. 

She tries to escape and fights her way through the complex, while Dr. Roberts hiding in his lab, guides Kate towards the exit while simultaneously activating new abilities for her bionic arm.

As she ventures further, she discovers gruesome genetic experiments, and finds out Dr. Roberts is not what he appeared to be.

Student project
High concept: Cyberpunk meets Control
Teamsize: 5
Role: Producer, Game Designer, Animator
Production time: 5 weeks
Date: 2020
Engine: Unreal Engine 4

"Codename Steel" was an ambitious project undertaken me and my ​colleagues of Mediadesign Hochschule München. The aim of the project was to create a shooter game with a unique twist – players would have access to special abilities that they could use to gain an edge over their opponents.

For the team, this project was a significant milestone as it marked their first real attempt at creating a game in the Unreal Engine. The process was not without its challenges, but it proved to be a valuable learning experience. We were able to explore and experiment with the engine's capabilities and features, and gained a deeper understanding of how to create immersive gaming experiences.

Despite the steep learning curve, our team was able to overcome their obstacles and create a game that was both fun and engaging. Through the project, we developed skills in areas such as game design, level design, and asset creation. We also learned the importance of collaboration, communication, and effective project management.

As the project came to a close, our team could reflect on their growth and development. We had achieved our goal of creating a shooter game with special abilities, but more importantly, we had gained valuable skills and knowledge that would serve us well in our future endeavors. "Codename Steel" may have been our second project at Mediadesign Hochschule München, but it was an unforgettable and transformative experience for all involved.


As the producer for "Codename Steel," I worke​​d closely with the development team, ensuring that all aspects of the project were on track, and that the game met our goals and expectations.

One of my primary responsibilities was to manage the project execution and timeline, making sure we stayed on schedule. I also worked closely with the game designers, artists, and programmers to ensure that the game's vision was realized.

Throughout the development process, I was constantly communicating with the team to ensure that everyone was on the same page and that any issues were addressed promptly.

As the game designer for "Codename Steel", I was responsible for designing the game's story and special abilities. Working closely with the development team, I dedicated myself to creating an engaging and unique gaming experience for players.

Throughout the project, I designing the game's mechanics, abilities, and special features, always keeping in mind the player experience and how each element would contribute to their enjoyment of the game. I collaborated with the art and programming teams to ensure that the game's mechanics were implemented seamlessly and that the player's experience remained the top priority in every design decision.

As a game designer, I gained valuable skills and knowledge throughout the project, which I will carry with me into future endeavors. The experience of working on "Codename Steel" was both challenging and rewarding.