Relics of the Deep is a dungeon crawler with turn based RPG combat. The player can equip his party members with weapons which have skills bound to them. This gives the player a lot of freedom to customize his own party.
Relics of the Deep is a dungeon crawler with turn based RPG combat. The player can equip his party members with weapons which have skills bound to them. This gives the player a lot of freedom to customize his own party.
Relics of the Deep is a dungeon crawler with turn based RPG combat. The player can equip his party members with weapons which have skills bound to them. This gives the player a lot of freedom to customize his own party.
Relics of the Deep is a dungeon crawler with turn based RPG combat. The player can equip his party members with weapons which have skills bound to them. This gives the player a lot of freedom to customize his own party.
World of Tanks -
Winter Raid
Game Mode Summary
This is one of the event game modes in World of Tanks that was only available for a limited time. Winter raid is a fast paced team based extraction shooter mode.
There are 3 teams. The team that collects the most gifts and has them in their base when the timer ends wins the match.
Players can kill other players and take their victim's gifts, or steal gifts from the bases of other teams.
There are infinite respawns, so the stakes are not quite as high as in other extraction shooter games/modes.

My Responsibilities
- Game Mode design
- Ability design
- Documentation
- Conducting and organizing playtests
- Balancing
- Prototyping abilities in visual script editor
World of Tanks -
Call to the Final Frontier
Game Mode Summary
Call to the Final Frontier is another World of Tanks event game mode with a Star Trek collaboration.
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It is a free for all PvP mode.
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In the event you have to collect antimatter and bring it to an extraction point. Killing players who carry antimatter makes them drop it, so you can pick it up.

My Responsibilities
- Game Mode design
- Ability design
- Feature design
- Documentation
- Conducting and organizing playtests
- Balancing
- Prototyping abilities in visual script editor
World of Tanks -
Postmortem Mode
Feature Summary
The feature is a deathcam with a lot of detailed information.
Postmortem Mode is a learning tool for players. It gives players detailed information about the shot that killed them, which includes important information about the unique armor mechanic in World of Tanks, which makes shots only deal damage on certain parts of a tank, at certain angles, and at certain distances.
My Responsibilities

- Designing details of data presentation
- Edge case definitions of what should happen
- Documentation
- Managing and communicating conflicts with other features and feature teams
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(may not look like much, but there were A LOT of edge cases and conflicts with existing features)
World of Tanks -
Waffenträger: Projekt Hyperion
Game Mode Summary
Waffenträger: Projekt Hyperion is another event game mode for World of Tanks.
It is an asymmetric PVP mode in which 6 players with weaker tanks (and infinite respawns) are trying to destroy the powerful Blitzträger tank, while the Blitzträger tries to survive until the time runs out.

My Responsibilities
- Game mode design
- Ability design
- Documentation
- Voice line writing
- Balancing
- Technical setup of meta rewards
- Conducting and organizing playtests
Ad Infinitum

Ad Infinitum is a 1st Person Horror game set in World War I.
It has been developed with the Unreal Engine.
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The game has won 3 awards at the German Game Awards 2024:
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- Newcomer Award - Best Debut
- Best Story
- Best Audio Design​​

My Responsibilities
In a smaller team each person takes on lots of responsibilities. Besides typical game design and level design tasks, I also did a lot of content implementation and built a lot of stuff with the Unreal Engine’s systems and blueprints.
General:
- Game Design & Documentation
- Level Design (lots of mechanics placement)
- Managing Mantis (bug tracking tool) for the team
- lots of playtesting and bug fixing
Unreal Blueprints
- implemented animations, sequences, created animation blueprints
- built puzzle Interactions, camera movement
- built pushable boxes blueprint
- built environmental hazard blueprints
- built Ladder system
- built Squeeze Zone special movement system
- built enemy noise traps
- balanced enemies and boss fights
- prototyping basic AI (Behavior tree, Blackboard, unreal blueprints only) for enemies
- built boss Fight Environment Systems
- built aim assist system for tools
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Spiele Palast
Summary
Spiele-Palast makes traditional card games with traditional card decks. All of the games are online multiplayer and free to play. The games can be played on desktop/web and mobile, though the focus is on the mobile versions of the games.


My Responsibilities
- Design Documentation
- Design and research for regional custom rulesets to allow players to play the way they are used to playing
Cookie Crush
Summary
Cookie Crush is a facebook instant game that can be played on facebook, and as a facebook messenger instant game.
It is a match 3 game.


Note: The game has meanwhile been renamed into "Cookie Land"
My Responsibilities
- Virality feature design
- Design documentation
- Level design
Student Project: Spirit Forest
Summary
Spirit Forest is a 2D platformer which is meant to be played by two players cooperatively. Players need to control 2 characters at the same time.

- Tutorial Design
- Game Design
- Level Design
- Documentation
- Prototyping level design tools
My Responsibilities
Student Project: Sorcerers League

click here to watch this game's trailer on youtube.
Summary
Sorcerers League is a fast paced combat arena, in which up to 4 players try to kill each other in the middle of armageddon-like environment events.
My Responsibilities
- Game Design
- Balancing
- Documentation
- Level Design
Student Project: Relics of the Deep
Summary
Relics of the Deep is a dungeon crawler with turn based RPG combat. The player can equip his party members with weapons which have skills bound to them. This gives players a lot of freedom to customize their own party.
My Responsibilities

- Game Design
- Combat Prototyping in Unity with C#
- UI Design and UI programming
Game Jam Game: Dating Houses
Summary
Dating Houses is a dating simulation game in which you play a house. You browse a dating app to find a new tenant.
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This game was made during the global game jam 2019. The theme of the game jam was "Home".
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In this project I was writing the texts, outlined what the characters should be and look like, and programmed the dialogue trees.
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Click here to play Dating Houses.
Game Jam Game: Phnatom Alien
Summary
Phantom Alien was made during the Kolibri Experience Jam in 2019 over 2 days. The theme of the game jam was "Area 51".
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It is an educational reading comprehension game. Players have to read a lot of text to gather information and find the correct body parts of the escaped alien.
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For this project I did the writing and some menu programming.

Click here to play Phantom Alien.