Sving is a 2D-Jump’n’Run’n’Turn by Tanja Schantl and Kathrin Wende where you can’t just control the character,

but rotate the environment too to make your way through the dangerous and mind blowing levels.




6. Februar 2015 2D, Animation, Game Art, Leveldesign


It was an honor to create some level designs for this unique gaming platform.

Quadcore by Clemens Scott is a top-down arena shooter, running on the

fancy HANS G. a local multiplayer cube, that can be played from four sides.


23. November 2014 2D, Leveldesign



Manipulate objects with magnetic impulse to reach goals and solve puzzles.

Luna is an eleven-year old girl who wakes up very confused on an alien planet.
Surrounded by small workstations, she tries to make her way through the strange world.
It’s curious – and a little daunting – although she never have been here before, it’s kinda familiar.
But maybe it’s just because she always had imagined an alien planet like this and because she can
play around with its physical circumstances. Luna has the force to manipulate the environment,
like the environment is manipulating her. She clearly feels, that she came here for a reason,
a mighty force she has to face sooner or later to find the answer to life, the universe and everything.



BOGDAN GRYTSIV – 3D Artist, Character Artist, Story & Concept, Asset Creation
MATTHIAS OBERPRIELER – 3D Artist, Concept, Level Design, Environment Art, Asset Creation
TANJA SCHANTL – 2D/3D Artist, Story & Concept, Character Animation, Additional Game Assets, Project Management
PHILIP KLICH – 3D Artist, Concept, Level Design, Environment Art, Asset Creation

DANIEL ANTLINGER – Programming, Concept
KRESHNIK HALILI – Programming, Concept
CHRISTIAN GRANITZER – Programming, Concept
LEO RAUCH – Programming, Concept

JAKOB LIMMER – Sound Design, Music
ARNO DEUTSCHBAUER – Sound Design, Music
MORITZ HABERKORN – Soundtrack Trailer

CHRISTINA RITTMANNSPERGER – Graphic Design, Marketing, Illustration
CLAUDIA KOLMANN – Graphic Design, Marketing, Illustration
JENNIFER SCHORN – Graphic Design, Marketing, Illustration


4. Juni 2013 3D, Animation, Game Art, Leveldesign


A frame-by-frame drawn animated commercial for the second most popular energy drink from Austria.
Sound by Jakob Limmer.


15. Mai 2013 2D, Animation


Inside Up is a 3D-Shortfilm produced by Malte Langkabel, Johannes Masanz and Tanja Schantl. The project focuses on the necessary symbiosis of nature and technology. The plot is about a huge machine tearing a peace of land from our Planet Earth before disappearing with it int the vastness oft he universe. The film leaves it unreaveled whether the machine saves or just hijack the earth.

Sound by Marlene Hirtreiter.


28. Dezember 2012 3D, Animation



Ride the wind from peak to peak. Fight for the beacon of light in the harsh environment of the Alps.
Fly your bird to victory in this unique multiplayer action game.


18. November 2012 2D, Animation, Game Art, Leveldesign


The plump and slightly silly Aplistot got hopelessly lost in a labyrinth. Altough he has some super powers as a superhero he has no clue about how to use them. That’s where we need your help! Aplistos has nothing else but food in his mind and instead of finding the way to the super-food stall, he’s always just targeting the closest one. It’s up to you to get him out of this hopeless situation.

Aplistos ist ein KI gesteuerter Charakter, der immer den Weg zum nächst möglichen Imbissstand geht. Dabei stören ihn auch tödliche Fallen nicht. Das Labyrinth ist aufgebaut aus Wegen, die von festen und beweglichen Blöcken eingegrenzt sind. Ziel ist es, Aplistos den Weg zum Ziel, einer speziellen Imbissbude frei zu machen. Der Spieler hat die Möglichkeit mit der Maus bewegliche Steine verschieben und mit der Superfähigkeit „Säurekotze“ Mauern und bewegliche Steine aus dem Weg zu räumen. Diese Superfähigkeit kann Aplistos jedoch nur einsetzen, wenn sein Magen bei einer Imbissbude aufgefüllt wurde. Der Magen hat die 3 Zustände „dünn“ , „normal“ und „dick“. Die Benutzung der Superfähigkeit ist nur in den Zuständen „normal“ und „dick“ möglich. Der Spieler muss außerdem darauf achten, das Aplistos nicht in eine Falle läuft. Wenn dieser Fall eintreten sollte, ist das Spiel vorbei und der Spieler muss den Level von neuem beginnen.


DANIEL ANTLINGER – Code, Game Design

MICHAEL HUBER – Code, Game Design

DANIEL TRABE –  Code, Game Design

GREGOR KARI – Concept Art

PHILIP KLICH – Character Modelling, Texturing

TANJA SCHANTL – Asset Creation, Animation


3. Juni 2012 3D, Animation, Game Art


Views is an interactive media installation by Arno Deutschbauer, Moritz Haberkorn, Marlene Hirtreiter, Esther Kao, Joachim Prügl, Tanja Schantl und Christoph Tripp.
The installation deals with the modern problem of Image manipulation in the media. The
history of photography or of the so called technical images has been linked with image
manipulation since its early beginnings. Its use in the media is so widely common that it is
hard to tell which images have been processed and which have not. The installation
concentrates on the method of field-of-view to manipulate the image. Through field-of-view
we can easily change the meaning of images, because we can decide before the image is
made, and also afterwards, what the end-consumer will see or will focus on. The
installation picks up this idea by projecting a video on a screen but only showing a detail of
the picture. Through a fifteen puzzle the visitor can shift the field-of-view
in the image so that he can reveal new details and meanings of the video. The image as a
whole is not shown throughout the installation, because it is, even as a whole picture, only
a small detail of the whole situation.


20. April 2012 Conceptual, Exhibition


Between the 14th April 2010 and 22nd June 2010 Tanja Schantl and Mathias Janko are exhibiting objects – created by combining media and technology – which show the versatility of reality in relation to the perceptions of the viewer.
The different installations deal with awareness and communication. The viewer perceives a situation and tries to become aware of it with, inter alia, nonverbal communication. Using these technical devices encourages the viewer to stray away from his usual mental thought process and instead strive for a greater understanding. This therefore means that „right“ answer is not always sought out.
According to Paul Watzlawick, who is the inspiration behind the issue in this thesis, „You can’t NOT communicate“. Communication arises as soon as a person perceives somebody or something, because any conduct has a communicative character. You’re forced to communicate, because you can’t NOT behave.
An approach to illustrate Watzlawicks view is made in one of the installations consisting of many tiles of a mirror, which are attached to the wall like an unusual mosaic, pointing in different directions. The mirrors form a total surface of about 20 by 60 cm. Before the exhibition a beamer projects different keywords („Wirklichkeit“, „Wahrheit“, „Realität“) onto the mirrors from different positions. These keywords are then reflected by the mirrors in different directions and become visible on walls, floor and ceiling. There they get painted and the beamer is removed. The keywords are then readable by a viewer standing at the beamer’s different positions looking into the mirrors.
It’s generally claimed that mirrors reflect reality. What is not considered is which reality is being reflected. The viewer is invited to choose a position to find the truth and then interpret the meaning of the reflection.
The ‘Vernissage’ is the highlight of the thesis.
In advance, detailed plans are worked out and logged experiments are done on the projects, which will be shown at the exhibition.

15. April 2010 Conceptual, Exhibition