Graduate of the Hasso Plattner Institute in Potsdam.
Interested in computer graphics, human-computer interaction, video game development and music composition.Daniel Atzberger, Tim Cech, Merlin de la Haye, Maximilian Söchting, Willy Scheibel, Daniel Limberger, and Jürgen Döllner
16th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 3: IVAPP 2021
Maximilian Söchting and Matthias Trapp
15th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications - Volume 2: HUCAPP 2020
BibTeX, DOI, ResearchGate, Slides, Video
Marvin Richter, Maximilian Söchting, Amir Semmo, Jürgen Döllner, and Matthias Trapp
26th International Conference on Computer Graphics, Visualization and Computer Vision 2018
Tobias Dürschmid, Maximilian Söchting, Amir Semmo, Matthias Trapp, and Jürgen Döllner
SIGGRAPH Asia Symposium on Mobile Graphics & Interactive Applications 2017, Best Paper Award
BibTeX, DOI, ResearchGate, Slides, Video
An arcade video game loosely inspired by Guitar Hero and BIT.TRIP BEAT about rolling heroes fighting against orcs. Programmed using C#, MonoGame and MonoGame.Extended. In development since March 2018.
A prototypical WebGL-based Multi-frame Sampling viewer for 3D scenes using Three.js. Developed under the supervision of Daniel Limberger as part of the seminar 'Introduction to Visual Analytics' in the summer semester 2016 at HPI.
A bus driving simulation with video game character developed in Smalltalk as part of the Software Architecture lecture in the winter semester 2015/16 at HPI. Developed together with Julian Weise and Johannes Schneider.
As part of the lecture 'Designing Interactive Systems' in the winter semester 2015/16 by Prof. Patrick Baudisch, we formed student teams and developed apps for a research prototype called Linespace. Our team of three developed a spreadsheet application for Linespace that enables blind users to browse through Excel spreadsheets, edit formulas in it and explore graphs by having Linespace draw them on the surface. An overview of our primary design choices can be found in the slides 64-69 or in the linked talk, starting at 13m:50s.
With the help of the StarCraft II Map Editor, I designed and programmed multiple custom game modes for StarCraft II. One of my published maps called 'RandomTeamDefense', was consistently placed in the top 12 most played custom game modes for over 6 months after its release and has over 2500 reviews on Battle.Net with an average of 4.7 out of 5 stars
View RandomTeamDefense in the Battle.Net (requires StarCraft II to be installed)