Moin there! 👋 I’m an award-winning game programmer & Unity generalist with 7+ years of experience creating games, apps, tools and experiences! I’m a jack-of-all-trades who knows enough about most disciplines in gamedev to really glue a team together!
I geek out over procedural generation, graphics, and getting into the nitty-gritty of system programming. I’ve shipped projects on most current platforms, from smartphones to consoles.
Catch me off-duty, and I’ll most likely be in the middle of organizing a gamejam, gamedev community event or exhibition! I love sharing my passion for games and as a queer game dev I know how important our community really is. I have a clear stance against genAI.
Scroll down for a peek at everything from solo projects to collaborations with game jam teams and bigger crews. And hey, if you like what you see, let’s chat about working together ✨
Commercial Projects
Shutter Stroll
Born from my desire to play around in procedurally generated worlds, Shutter Stroll let’s you explore millions of generated islands with your trusty camera in hand. Take some time off to take a stroll and snap some photos!
Cat Rescue Story
Winner of Best Mobile Game (Deutscher Computerspielpreis 2024). After shipping the game as a team, I took over as the sole developer providing live support of the game. In that phase, I regularily shipped major and minor updates, mostly expanding the game and improving gentle monetisation. I improved our live support drastically by implementing the Firebase SDK and taught coworkers its usage. During my time programming on the game I have repeatedly helped out with game & UI design due to my experience in both, pushing to make Cat Rescue Story the best game it could be. I additionally provided support for the console port team for the game.
Ed & Edda: GRAND PRIX – Racing Champions
In GRAND PRIX – Racing Champions I most notably worked on making multiplatform DLC possible, exploring uncharted territory both teams on the project never had any contact with. Other than that I've had my hands in many of the game's systems, but spent most time on alternative game modes, UI flows and performance optimizations to hit performance targets on Nintendo Switch
Star Trek Voyager: Across the Unknown
In my first commercial Unreal Engine project, I was in charge of gameplay & systems programming, mainly away missions and UI/UX for the build mode. This game actually made me a Star Trek fan!
Wildshade
I was brought onto Wildshade as a contractor, where I was responsible for implementing the whole metagame user interface. This included the main menus of the game, customization, shops and the like. It was incredibly fun work especially due to the close collaboration with our UI designer, which I was always able to bounce ideas back and forth with.
FallbeiSpiel: Thomas
FallbeiSpiel: Thomas is a game for a specific audience of child service students in university. In collaboration with a university, I worked on transforming a real child support services case from a collection of spoken & written accounts into an interactive experience teaching player’s important course material and how to engage with a child needing support. I was responsible for programming gameplay and an extensive system for storing and accessing real case files from in-game, implementing a multimedia suite in the process.
musiculum SPIEL
Made in cooperation with the interactive muscial museum musiculum in northern Germany, I developed a game teaching kids & teenagers to be curious about music. In multiple minigames, you assemble instruments, match sounds and learn about scales. Programming audio-specific game mechanics was a great learning experience.
TRUSTease
A cross-platform coaching tool developed for coaches using the TRUSTease card game. It is a digital translation of a physical concept, and a good experience in cross-platform networking. Coaches start sessions on their PC, and clients join into sessions using either their PC or smartphone. Working on a project designed to foster trust in a team allowed me to take home great lessons.
friedland in_motion & in_sight
I shipped two products in collaboration with Museum Friedland: One is an interactive web map to explore the open air exhibition from the comfort of your web browser. The other is a digital tour guide, for use on-site as part of the museums exhibition. Players engage with the exhibition not only through detailed descriptions of tour stops, but are encouraged to stray off the beaten path to collect digital goodies & solve optional quizzes.
The Cost Of Recovery
This narrative adventure game was my foray into commercial game development with a team. On The Cost Of Recovery, I was able to build tools to aid content creation for marketing, implement a custom graphics pipeline to put our art directors’s specifications into game, and generally took over many gameplay programming related tasks.
Personal Projects
Alpacas in Balaclavas
Made during GGJ 2026, this typing/heist/dating game became an incredibly stable and polished result for just two days work. I really enjoy Godot so far, and love how flexible it is, especially for tool development.
Drifting Hearts
Originally a jam game, Drifting Hearts later appeared on the Super Rare Mixtape #4, being my first personal project to receive a physical release.
Seeking Stardust
I'm a big fan of daily games (like Wordle, enclose.horse etc.), and have been making a few myself! This is my favourite, and also marks my first released project using Godot.
RAT HACK: Snack Attack
As founding member of indie collective TOLLSTOCK I continue to release games in a small team. This project taught me a lot about team dynamics, organization and how to adjust structures to make each team member shine.
You’ve made it to the end! Scrolling this far means you probably want to…Hire me!