The following projects presented are collaborative efforts, built through teamwork. If you’d like to see specific features I developed, completed work samples, or a more detailed breakdown of my individual contributions, please feel free to ask.
Neverrift Trading Card Game
Gate to the Games GmbH
Summary of my contributions
-
System Design
- Creative Direction
- Graphic Design
- Engine Work
- Print Production
Core Systems Design & Architecture
Cross-Platform Rule Systems: Developed the foundational ruleset, core card mechanics, grid-based spatial systems, and interaction logic optimized for both analog tabletop deployment and digital mobile environments.
Production Lifecycle Management: Authored high-level design pitches, directed cross-functional stakeholder presentations, and managed iterative quality assurance (QA) loops across Neverrift’s entire development lifespan.
Technical Documentation & Version Control: Established and maintained the studio’s Knowledge Base (KB) and system documentation pipelines, ensuring perfect cross-disciplinary alignment on legacy features and emerging system architectures.
Systems Design & Prototyping Tech Stack: Unity, Tabletop Simulator, Adobe XD, Physical Prototyping Assets. Documentation, Agile Management & Version Control: Jira, Confluence, GitHub, Notion, Todoist, Google Workspace.
Art Direction & Freelance Management
Creative Pipeline Direction: Sourced, contracted, and directed an international roster of freelance artists, seamlessly managing the asset pipeline from initial concept pitches through legal contracts to final revisions.
Visual Identity Evolution: Established and maintained the core visual identity throughout the project lifecycle, unifying diverse artistic outputs into a cohesive, high-quality intellectual property.
Worldbuilding & Narrative Design
IP Framework Development: Architected a rich, mythology-inspired fantasy universe centered around a world-altering catalyst, developing deeply layered faction lore based on varied cultural responses to the event.
Systems & Creature Design Integration
Narrative-Mechanical Alignment: Translated high-level faction identities into foundational game design pillars, ensuring worldbuilding directly informed mechanical systems.
Example: A state-based “Tide System” for aquatic factions—utilizing lunar symbolism and shifting high/low tide variables—to directly tie creature behavior and spell capabilities to their narrative distinctions.
Tools Used: ArtStation, Fiverr, Google Workspace, Contract Architecture Frameworks.
UI & Digital Asset Illustration
High-Fidelity UI Component Art: Conceived and rendered high-quality user interface elements, implementing realistic textures, materials, and shading for card gems, frames, and custom ornamental systems.
Cross-Media Visual Fidelity: Established strict visual quality controls to guarantee that all graphical assets translated flawlessly and maintained stylistic consistency across both physical print and digital screens.
Marketing & Campaign Design
Promotional Material Direction: Designed and produced high-converting marketing collateral and advertisements tailored for target audience acquisition and brand awareness.
Crowdfunding Visual Identity: Spearheaded the comprehensive visual strategy and asset execution for Neverrift’s successful Kickstarter campaign, directly driving promotional engagement to secure $250,000 in funding.
Tools Used: Adobe Photoshop, Illustrator, InDesign, Canva, Google Workspace.
Technical & UI Design (Unity)
Engine Translation: Architected interactive prototypes in Adobe XD and translated them into clear, actionable technical specifications for engine operators to implement.
UI Implementation: Utilizing Unity’s native UI tools, built scalable user interfaces and integrated digital assets while continuously iterating on visual and systemic performance.
User Research & Quality Assurance
Data & Feedback Pipelines: Designed streamlined bug-reporting frameworks and playtest feedback loops, ensuring complex player data was intuitive for users to report and immediately actionable for engineers to debug.
Tools used: Unity, Github, Google Workspace, Jira, Confluence.
Print & Asset Pipeline Management
Automated Layout Architecture: Spearheaded the configuration and management of large-scale print files within Adobe InDesign, utilizing native automation tools to optimize asset layouts, design scalability, and production efficiency.
Inclusive Design & Accessibility: Audited visual typography, contrast, and layout systems to guarantee rigorous readability and universal accessibility across all player groups.
Supply Chain Communication & Version Control
Manufacturer Integration: Coordinated direct production pipelines and proofing cycles with leading industry manufacturers (LudoFact, Friedmann, WJPC), aligning technical print parameters precisely to factory specifications.
Risk Mitigation & Conventions: Architected a standardized file-naming and version-control framework, dramatically reducing deployment errors and streamlining asset updates across distributed teams.
Tools Used: Adobe InDesign, Illustrator, Acrobat, Google Workspace, HiDrive.
How it started ...
Like many great game development journeys, Neverrift began with a dream—and the fortunate funding to finally chase it. From day one, our goal was incredibly ambitious: we wanted to build two versions of the game at the same time. One was a physical tabletop card game that eventually evolved into a unique TCG/board game hybrid. The other was a digital version tailored specifically for mobile devices. Our digital vision showed so much promise early on that we even secured a respectable amount of government funding to help get it off the ground.
... Where we got
After an incredible crowdfunding journey, where our community helped us raise over $250,000 from 1,200 backers on Kickstarter, the physical version of Neverrift officially launched in early 2025. Today, our player base is steadily growing, particularly across German-speaking countries. We’ve managed to establish a real foothold in a highly competitive market by staying close to our roots—frequently attending major conventions and hosting local tournament events in game stores. Our experience has shown us one undeniable truth: once people sit down and start playing, they’re hooked.
On the other hand, our journey with the digital version taught us a lot about the realities of development. While the mobile game received great feedback during investor pitches and early playtests, we ultimately had to pause its production due to workforce shortages and the complex challenges of balancing two massive projects at once.
Faction lore overview from Kickstarter campaign. © Gate to the Games GmbH, 2025.
What I've learned
- Don’t rush the conception phase
- Define a realistic scope—and shrink it even further (start digital development only after the core game is finished).
- From failure comes success.
- Define a clear target audience
- Be thankful for the small successes
Project Statistics
- Development of tabletop version: 3.5 years
- Development of digital version: 2 years
- Successful Kickstarter campaign raising over $250,000
- Successfully creating a product line in a new sub-genre
- Establishing growth in German-speaking regions (DACH), with sales reaching about €8,000 monthly.
- Team size: 2–4, covering digital and analog development, sales, marketing, production, and shipping.
- Following: 1,000 Discord users, 5,000 Instagram followers, and 10,000 email subscribers.
Small Personal Projects
Frostsaber Rise
For this project I took the liberty in imagining a dungeon concept in the spirit of extended content of World of Warcraft’s Classic version. It introduces a compact, late-game dungeon concept (Levels 56–60) designed to fill a major content gap in northern Kalimdor. Moving away from the overused demon and Furbolg themes of Winterspring, this instance focuses on the region’s untamed wildlife and ancient Highborne history.
Players will explore icy caverns and ruined structures where waterfalls from Moonglade thaw the frozen terrain, uncovering a narrative driven by a tragic research expedition and maddening ancient magic. Featuring 4–5 bosses, new faction-specific hooks, and a fresh aesthetic transition from frozen wastes to lush oasis, this dungeon offers a streamlined yet deeply immersive endgame experience.
Interested in the full design? A pitch deck detailing the layout, mechanics, loot tables, and quest design is available upon request. Please contact me directly to receive the PDF.
A top-down, choice-driven RPG focused on text interaction and dialogue-based progression, heavily inspired by Disco Elysium.
I kicked off this project during my Unreal Engine 5 course, designing and building the entire dialogue system from scratch. To ensure the framework is fully modular and expandable, I engineered a custom architecture utilizing a Player Controller, Dialogue Manager, Blueprint Interfaces, and a Widget Manager.
NPC information is dynamically driven via Data Assets, while the Player Character tracks dialogue states, choices, and progression. The result is a snappy, rock-solid system built specifically to sustain a conversation-heavy game—fully functional and ready for content.
University Projects
Macromedia Hochschule Leipzig
KURA
in cooperation with ZDF
What if you could explore current art exhibitions around the world by building your own art gallery?
This is what this student project was all about. Create rooms and fill them with art and furniture to please your guests. Manage resources and visit other curators’ museums.
A sim-like experience that combines the freedom of building your own spaces with the marvelous and ever-changing art of the world.
Lost in Barmuda
in cooperation with Wisamar
A serious game in the style of an adventure point-and-click game. Riddles in the form of simple math problems led the player step by step closer to solving a mysterious murder case. Throughout, the mood is set in a Caribbean bar with quirky characters and a charming plot.
Solare
Student project
An uplifting narrative adventure game set in a post-apocalyptic scenario. Step into the role of Sunny, moving to the evergreen and self-sufficient city of Solare. After corporations ruined the planet, smaller groups of people built alternative lives that combined a naturalistic yet technological approach.
Help the inhabitants solve their problems by collecting, combining, and using items.














