Games made by Media Seasons

The first games, which we developed under the label of “Media Seasons“, were completely self-financed casual games based on bowling, Skat (a card game, which is very popular in Germany) and air hockey.

Uli Stein - Summer Games Uli Stein - Summer Games Uli Stein - Balko Uli Stein - Balko

In spring 2005 we created a summer sports game with characters by the most successful German cartoonist: Uli Stein. The game had been presented at the “Games Convention“, which is Europe’s most important computer game exhibition and fortunately situated in Leipzig, later. At the same time we had nearly finished an adventure game based on a television series named after his leading character “Balko“. Both games were made on order.

The fall of “LightBrain” was the rise of “Media Seasons”

Right after “BomberFun”, which was completely financed by “LightBrain” and its holding company “agens Consulting“, the development of a new game was started. We produced a prototype, which should help an agency to find a publisher for the game. That time the publisher would have to pay the bills. Unfortunately the agency was unable to locate such a publisher and “LightBrain” started to run out of money. They had to quit co-operation with the artists under the direction of Steffen Kleinke and reduce the amount of money they could spend on me. As a last resort they returned to “BomberFun”.
There was a chance to adapt the game for an arcade machine called “FlexArcade“. My scope of duties increased, so I did most of the programming and we got a really working system. But a few weeks later “TLC Industries” placed a lot of obligatory features we should also add. Because it was not declared before we didn’t do it and “TLC Industries” never published a “BomberFun” game pack.

BomberFun Tournament BomberFun Tournament BomberFun Tournament BomberFun Tournament

But “LightBrain” still was not capitulating… not yet. We started to enhance the game by a lot of features like multi-player game modes, GameSpy support and a better graphics engine. After that the game had been republished using the title “Bomberfun Tournament“. However the streak of bad luck continued and the product did not even reached the attention of the first one. In my opinion the largest mistake was the lack of new graphics or at least new levels.
The manager of “LightBrain” returned completely to its other company called “TOP TECHNOLOGIES CONSULTING” and the remaining employees had to follow him. I was the only survivor and should try a new way: advertising games. First I had to create a video trailer, which was a perfect task for me. But I should also make acquisitions afterwards and that was never what I wanted to do. My work for “LightBrain” ended and the company was practically not existing anymore.

Some month before a new co-operation between Steffen Kleinke and me was born: “Media Seasons“. He is Managing Director, also responsible for the art pipeline and I became Development Director. My domains are programming, being the link between art and technics and preparing products for release. The end of my engagement at “LightBrain” represented the beginning of “Media Seasons” growth.

How my professional career started

The year 2000 marked the beginning of my professional career in the games industry, because I started to earn money from the games I was developing. “Space in Motion: FutureTrade” found its way into some stores in Germany, Austria and Switzerland in May. It was not a lot of money that was flowing back to me but I was proud that my first product was professionally finished and could be bought by consumers.
Some time later a fellow student at the University gave me a tip. He said something like this: “There is a company, which is developing a ‘Diablo‘ clone, in Leipzig”. So I presented myself to that ‘company’. It was not a complete company but a graphics studio, which held an exclusive partnership with a developer in Berlin called “Silver Style Entertainment“. So the partner in Leipzig got the name “Silver Style Studio”. And they were not really developing a hack and slay game like “Diablo” but a real RPG called “Gorasul: The Legacy of the Dragon“. I introduced myself as a potential programmer because that talent was and is better then my artistic one. Because the studio was ‘only’ producing graphics and some web sites they could not hire me instantly. That situation last until spring 2001. At that time I had got two opportunities: First I could went to Austria to develop the AI of “1503 A.D.“, which was the the successor of the best-selling game in Germany, or I could stay, become self-employed and work as a freelancing graphics programmer at the project “BomberFun” for the new company “Lightbrain” from Hamburg. I decided to do the second one because 3D programming was much more interesting than AI for me and I could work from home. The manager of “Silver Style Studio” quited the partnership with “Silver Style Entertainment” and founded an own studio, which was completely responsible for the graphics in “BomberFun”. As graphics programmer we had to operate closely in conjunction and so our solidarity was increasing.
That led to a game, which we produced independently from “LightBrain”, at the end of 2001. It was called “Winterspiele 2002” and was a winter game, which had only been published in German speaking countries.
“BomberFun” reached its final state in summer 2002 and received an award from Unfortunately the game was much more played than sold.