RÉSUMÉ

WHAT I'M BEST AT

Communication. Teamwork. Feedback.


WHO I AM

Award-winning Game & Level Designer with 4+ years of experience designing memorable moments. Committed to create state of the art PC and console games.

GAME DESIGN


Game Mechanics

player-centric design

detailed documentation

feedback based iteration


System Design

systemic relationships

rapid prototyping

meta-game systems


AI Design

behavior trees & states

task management

emergent gameplay


Enemy & Boss Design

combat roles

abilities and skills

encounter design


QA

playtest sessions

gathering feedback

bug tracking/reporting in Jira



SOFT SKILLS


Conceptual Thinking

creative training and brainstorming methods

feature design in new & established systems

game jam sessions


Problem Solving

analyzing and outlining problems

improvement of workflow processes

presenting short and long term solutions 


Communication

displaying information in effective ways

link between different departments

clear and profound contributions in meetings


Feedback Process

early feedback-seeking

following the fun

giving constructive feedback


Mentoring

sharing knowledge with fellow devs

training interns for their design tasks

incorporate externals into the workflow


Public Speaking

vision and design pitching to stakeholders

holding talks at game dev events


LEVEL DESIGN


Documentation

mission/objective briefings

metrics and affordances

level pacing graphs


2D Layout & 3D Blocking

narrative-focused singleplayer beats

combat/encounter design

competitive multiplayer game flow


Scripting

events and player interactions

AI behaviors

static and dynamic encounters


Staging/Presentation

dialogue implementation

unit and asset positioning

animation and camera setup


Environment/Level Art

environmental storytelling

terrain & vegetation editing

asset placement & collider passes


HARD SKILLS


Engine (Unity 3D/Twine)

hands-on in-engine work

several game genres

personal, student, and professional projects


Documentation (Office/Confluence)

prepare, edit, and process data

setting up naming conventions

best practices and guidelines


2D (Photoshop / Illustrator)

creating molecular overviews

drafting level layouts

gather references for Level Artists


3D (Unity ProBuilder / Maya / 3DS Max)

creating clean level blockouts

solid collision and navigation

highlighting affordances and points of interest


Scripting (XML / Json)

scripting and staging encounters and cutscenes

data-driven and node-based systems

collab with programmers on scripting tools


Programming (Java / C#)

basic education in computer science program

small personal and student projects


EXPERIENCE

07/2017 - 04/2018

Freelance Game and Level Designer

bluebox interactive

Monster Menace Matthew (2D Dungeon Crawler)

canceled

- creating Game Design Documents

- exploring different ideas in narrative and gameplay

- prototyping mechanics and features

- tile-based 2D level design

05/2017 - 05/2019

Founding Advisory Board Member

German Dev Days Förderstiftung (charitable foundation)

- student representative in the foundation

- enhancing advisory board with student experience

- advocating for gamedev students, graduates, and young startups

10/2017 - Current

Game and Level Designer

KING Art Games
(including 6-month internship; bachelor thesis; regular position)

Iron Harvest (PC & Console; 3D RTS)

Release date: 1st of September 2020 for PC, TBA for Consoles

Campaign DLC Rusviet Revolution 17th of December 2020 for PC
Faction Addon Operation Eagle 27th of May 2021 for PC

- lead design substitute (managing and mentoring)

- contribution to several systems and features in game design

- boss design including narrative work, unit abilities, look & feel

- overseeing the production of external level designers

- complete ownership of multiple campaign levels

- layout, blockout, scripting, staging, and polish

- additional support for several levels (team-based iteration)

- technical design work for scripting tools


Unannounced project (PC & Console; under NDA)

canceled

- 3 C design (character, camera, controls)

- core system and feature design

- level design ownership (modular and custom)

- AI behavior and encounter design

- technical design and prototype support

EDUCATION

10/2020 - 12/2020

CG Master Academy - Level Design for Games

Certificate of Completion

10 weeks of blocking out levels based on recorded lessons by Lead Game Designer Emilia Schatz (Naughty Dog), with feedback and Q&A sessions provided by Game Designer Shane Canning (Square Enix)

10/2014 - 12/2018

HS Mittweida - University of Applied Sciences

Bachelor of Science

Co-Founder and Organizer of "alpha" (regular panel discussions and game jams for students),

Member of the study affairs committee (for Media Informatics and Interactive Entertainment)

ACHIEVEMENTS

German Game Awards

Best German Studio 2017 & 2020,
Best Game Design and Best German Game for "Iron Harvest" in 2020

Volunteering

I was volunteering at the developer conference devcom as well as Quo Vadis, Womenize and the games festival A Maze.

Biggest Game Jam in Saxony

Organized an alpha game jam with 50 developers and even more people during final presentations.

German Dev Days Exhibitor

Presenting our graduation project "Koa Bunga" at the German Dev Days as one of few indiedev exhibitors.

Gamescom Showcase

Every year our university chose one of our games for gamescom, to show what you can accomplish as a student team.

Boardgames Showcase at

"modell-hobby-spiel"

An Exhibition for Model Building, Model Railways, Creative Arts and Play.