Supporting documents such as academic certificates and reference letters are available upon request.

Born on March 10th 1995

Starnberg, Germany

Professional Experience

Neverrift TRADING CARD GAME

Lead Game Designer

Gate to the Games GmbH

March 2022 – October 2025

Magdeburg, Germany

Specialized in designing a scalable, modular card rule system across two platforms and managing the full production pipeline from initial concept to commercial viability. Working on Neverrift within a small indie team required me to take on diverse responsibilities.

  • Architecting core mechanics and card rule systems to ensure consistent multi-platform gameplay.

  • Coordinating internal and external playtests to iterate on game balance and user experience.

  • Directing art asset production and managing external collaborators for high-quality digital and physical deliverables.

  • Designing visual assets and UI components for multi-platform integration and marketing campaigns.

  • Executing a high-impact Kickstarter campaign, resulting in $250,000+ in funding and successful market validation.

  • Managing community engagement across digital channels and live industry events to drive player loyalty.

Click for Job Reference

“During his role as Lead Game Designer at Belvy Games (Gate to the Games GmbH), Konstantin Rethfeld demonstrated exceptional creativity, reliability, and professional dedication. He played a key role in shaping the trading card game Neverrift, combining innovative gameplay design with strong conceptual thinking and structured execution. His ability to work independently, while also guiding team members and engaging the player community, made him an invaluable part of the development team.”

– Markus Schwarze, CEO of Gate to the Games GmbH, 2025

Education

Guided Course on Unreal Engine 5

future Training & Consulting

November 2025 – April 2026

This course offers a comprehensive introduction to Unreal Engine 5, covering project setup, level and landscape design, asset integration, materials, lighting, and game mechanics with Blueprints. It also includes animation, NPC behavior, cinematic sequencing, particle and audio systems, procedural environments, and performance optimization. Students apply these skills in complex projects, designing and building detailed interactive levels from start to finish.

Curriculum :
  • Systems: Architected game mechanics and NPC behaviors using Blueprints and Behavior Trees

  • World Building: Created environments and high-fidelity levels via PCG, Nanite, and Lumen.

  • Technical Art: Implemented Niagara VFX, Sounds, and UMG (UI) systems.

  • Own Project: Created a dialogue based RPG game in the style of Disco Elysium from scratch.
Bachelor of Arts in Game Design

Macromedia Hochschule

September 2018 – October 2021

Leipzig, Germany

Grade: 2.0 (German Scale, approx. 3.3–3.5 US GPA equivalent)

A comprehensive three-year Game Design program that emphasized core design principles, creative development, and practical application. Through a combination of guided instruction and encouraged self-study, it laid the foundation for a sustainable and successful professional career.

Curriculum :
  • Two major game projects commissioned by external partners

  • Game mechanics

  • Engines with focus on Unity

  • Founding and project management

  • 3D modelling (Maya)

  • Character and world design

  • User experience

  • Storytelling

  • Sound design

  • Object-oriented programming

  • Design history and scientific work methods

Studies in Chemical Engineering and Print & Media Technology

Hochschule München

September 2014 – September 2017

München, Germany

  • Chemical Engineering: Foundational studies in applied sciences and engineering. (2014-2015)

  • Print & Media Technology: Coursework focused on digital and print media fundamentals and applied design. ( 2015-2017)

Fachabitur Technik

Fachoberschule Bad Tölz

September 2011 – September 2014

Bad Tölz, Germany

Higher education with focus on applied sciences.