Projects

Klang Games Gmbh

Seed

A living breathing world. Fuelled by creation, cooperation, and cutting-edge technology, SEED is an incredibly ambitious game simulating the future of humanity.

While working on SEED, I was responsible for designing, implementing, and balancing in-game content to align with both player needs and the overarching game vision. I developed innovative game systems that introduced new gameplay features and fostered deeper player engagement. To support smooth and high-quality game updates, I collaborated closely with Product Owners, QA, and other key stakeholders throughout the development process. I also built and programmed custom data editing tools that significantly improved team efficiency and minimized manual errors in the content pipeline. By streamlining workflows and optimizing content production, I helped the team save time and reduce resource costs. Additionally, I established standardized processes for content validation and data integration, which enhanced cross-department collaboration. My role also included assisting in task breakdowns and effort estimations to ensure clear, actionable development plans.

University of Europe for Applied science

Town of Forgotten Heroes

In Town of Forgotten Heroes, you play as a fallen hero seeking a second chance on an island where those who failed their missions, whether saving princesses or defeating monsters, can start anew. Guided by a mysterious figure known as „Hero,“ you embark on a journey to rebuild the destroyed Town of Forgotten Heroes, send its residents on quests, and ultimately face the villainous „Evil Wizard“ and his minions.

In Town of Forgotten Heroes, I was responsible for the full design, development, and implementation of a systemic simulation game grounded in my Bachelor thesis research on procedural storytelling. I conceptualized the game world, mechanics, and thematic vision, crafting a sandbox-style experience where players could build houses, manage villagers, and guide a fallen hero on a path to redemption. My focus was on developing emergent narrative systems rules and interactions that enabled unique, player-driven stories to unfold dynamically with each playthrough. I designed and implemented the core systems governing settlement construction, resource allocation, and NPC behavior, ensuring that characters responded meaningfully to the evolving state of the game world. Drawing from academic theory and practical prototyping, I aimed to bridge ludology and narratology by creating a game where procedural logic shaped compelling personal narratives. This project represents my most ambitious solo work to date, combining deep system design with a narrative framework that invites replayability and player expression​.

University of Europe for Applied science

Wizard’s Apprentice

Wizard’s Apprentice is a stylized 3D platformer where you play as a young apprentice mastering the art of magic. Explore a vibrant, handcrafted world filled with secrets, spells, and environmental puzzles. Learn and cast elemental spells like fireballs and water blasts to interact with your surroundings, ignite campfires, reveal hidden paths, and manipulate objects.

While working on Wizard’s Apprentice, I led the design and development of a playable 3D prototype focused on stylized visuals and immersive effects. I was responsible for the concept creation, visual direction, and implementation of core gameplay elements such as spells and interactions. My contributions included extensive work with Unity’s Shader Graph to create custom shaders, ranging from toon shading and dissolves to dynamic cloud, water, and fire effects that enhanced the game’s visual identity. I also created all particle effects, from animated fireballs and spell impacts to interactive spell bases. Beyond visuals, I handled the complete level design, implemented game logic through scripting, and added sound and music to enrich the atmosphere. I managed the Unity environment, optimized assets, and ensured the game was both visually compelling and functionally playable. This project allowed me to deepen my technical and artistic skills, especially in shader development and particle systems, and demonstrated my ability to build a full prototype from concept to execution.

University of Europe for Applied science 

Angela

Angela is an emotionally-driven first-person narrative experience that explores loss, memory, and self-reflection. Set within a surreal world shaped by grief, players navigate symbolic spaces and uncover fragments of a child’s story. Through portals, shifting environments, and ambient soundscapes, Angela invites players to journey through the stages of mourning, where reality bends, time loops, and healing begins.

University of Europe for Applied science 

Light Me Up

Light Me Up is a whimsical underwater adventure where you and your glowing jelly buddy help a family of anglerfish reclaim their stolen light. Dive into the depths of a mysterious ocean, navigating shadowy caverns and bioluminescent wonders. Use the jelly’s glow and the power of family to light the path ahead, uncover secrets, and bring brightness back to the darkest corners of the sea.

In Light Me Up, I served as the programmer and contributed significantly to the game design throughout the entire development process. I was responsible for implementing nearly all of the game’s code and took charge of the technical side from prototype to final iteration. I collaborated closely with my teammates to translate design discussions into functional gameplay mechanics and maintained flexible workflows to support rapid iterations. While my initial role was primarily programming, I gradually stepped deeper into design responsibilities, especially after the first milestone, where I authored a game design document that guided the team’s next steps and helped reshape the project. I coordinated development meetings, participated in feedback sessions with our instructor, and adapted the game’s systems in response to critique. I took initiative to keep progress steady and ensure our vertical slice delivered a polished experience. This project helped me refine my technical skills, reinforced my instinct for game feel and iteration, and proved my ability to lead on both the design and development fronts.

Devolution

Devolution is an initiative that delves into the creative process of game development by showcasing prototypes, interim versions, and engaging in in-depth conversations with developers. Each event or exhibition focuses on the evolution of a specific game, providing insights into its development journey. Past events have featured games like Lonely Mountains: Downhill, Baba Is You, Dicey Dungeons, SUPERHOT, and Thumper.