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.