2018 - today

Lost Survivors    Simulation Game - F2P - Mobile

GD Team Size

  • 2 Game Designers
  • Splitting up the workload into design on my side and balancing on my coworker's side

Phases

  • Full cycle

Responsibilities

  • Lead Designer
  • Initial pitch / conception of the game 
  • Responsible for the design of all features throughout development, e.g. tutorial, quest system, world map expeditions, events, cooperative multiplayer dive, ...
  • User Testing


2017

(Think Tank Phase)     Strategy Game - F2P - Mobile

GD Team Size

  • 2 Game Designers
  • Each with their own game pitches

Phases

  • Initial phase only
  • None of these pitches went into production

Responsibilities

  • Creation of diverse pitches 
  • Prototyping and user testing of selected ones 


2014 - 2016

Gates of Epica    Action RPG - F2P - Mobile

GD Team Size

  • 3 Game Designers plus 2 Level Designers

Phases

  • Full cycle 
  • Live Ops 

Responsibilities

  • Lead Designer
  • Initial pitch / conception of the game 
  • Responsible for the design of all features throughout development, e.g. combat and skills, monsters and multiplayer bosses, meta game with diverse upgrade systems, …
  • Tutorial Design in Unreal Blueprint System
  • User Testing


2013

The West     MMORPG - F2P - Browser

GD Team Size

  • 2 Game Designers

Phases

  • Live Ops 

Responsibilities

  • Starting at InnoGames this was my deep dive into the world F2P game mechanics, live ops, events and KPI analysis
  • Content design for items and lots of quests
  • Design for new features / redesign of  existing ones (like the shop) based on live data


2013

(Think Tank Phase)    Different Genres - F2P - Mobile

GD Team Size

  • 4 Game Designers

Phases

  • Initial phase only
  • Once the team started Assassin's Creed Identity I changed companies and cities for private reasons

Responsibilities

  • Researching F2P games
  • Creation of F2P pitches


2012

Your Shape Fitness Evolved 2013     Serious Game - Boxed - Wii U

GD Team Size

  • 3-4 Game Designers

Phases

  • Full Production until Launch
  • This was a fast one to hit the console release date

Responsibilities

  • Content design that included MoCap, design of the moves, workout design, assembly and voice-overs
  • Tutorial, UX
  • Design and rapid prototyping of the mini games
  • Dance Workout design


2011

My Fitness Coach Club     Serious Game - Boxed - PS3

GD Team Size

  • I was not really a part of this team. During "My City" I helped out this project and got to know the team

Phases

  • Production

Responsibilities

  • Mainly my job was camera design for workouts
  • This led me straight to the next project


2010 - 2011

The Settlers My City     Simulation Game - F2P - Facebook

GD Team Size

  • 1 Game Designer

Phases

  • Full Production until Launch
  • Live ops

Responsibilities

  • Lead Designer
  • Being on my own, I learned a lot on this project, being a pretty inexperienced junior back then
  • Feature design of all features, content design, quest design, balancing, tutorial, UX and so on 


2009 - 2010

The Settlers 7    Simulation Game - Boxed - PC

GD Team Size

  • 5 Game Designers plus Level Design Team 

Phases

  • Joined during production until Launch

Responsibilities

  • This was my first professional project, getting education by the Lead GD and the rest of the team, soaking up all knowledge like a sponge
  • Supporting parts of the tutorial, supporting design aspects of the campaign, supporting AI balancing
  • Working with QA


2008 - 2009

(Follow Fred)   Adventure Game - Student Project Demo - PC

GD Team Size

  • 2 Game Designers

Phases

  • Demo Project only

Responsibilities

  • Level Design with Cry Engine
  • Design of riddles and narrative
  • Getting to know what Game Design is