Senior Game Designer · Product Owner

I design games that make players feel truly powerful.

With 9 years in AAA and live-service game development, I combine deep technical knowledge with design insight to define and implement systems that support ambitious gameplay goals.

Languages English · German
Game Engines Unreal Engine · Unity
Scripting C# · JavaScript · Visual Scripting

Showreel

A snapshot of my work in motion

A curated reel highlighting vehicle design, combat pacing and large-scale encounters across multiple titles.

Welcome

Welcome to my showreel — a brief tour through the projects I’ve contributed to and the systems I’ve helped shape.

Experience

Shaping experiences across AAA & live games

From vehicle systems on Arrakis to tactical combat in space, my work combines deep systems thinking with production ownership and mentoring.

Dune: Awakening

Lead Game Designer & Product Owner NUKKLEAR GmbH · 01/2021 – 07/2025

Owned the design vision and execution for all air and ground vehicles. Guided designers translating high-level direction into shippable systems, maintaining a tight feedback loop between design, tech and art.

  • Vehicle Systems
  • Locomotion
  • Combat

Comanche

Lead Game Designer NUKKLEAR GmbH · 07/2018 – 12/2020

Defined and prioritized feature work for the team, designing systems from concept to live balance. Focused on combat feel, mission structure and long-term engagement.

  • Game Modes
  • Locomotion
  • Combat

Dreadnought

Game Designer YAGER Development GmbH · 09/2016 – 12/2017

Designed features within a multidisciplinary strike team with a focus on live ops, progression, status effects and game modes in a large-scale spaceship combat environment.

  • Live Ops
  • Progression
  • Game Modes

Tony Hawk's Pro Skater HD

Localization Tester ACTIVISION BLIZZARD Ireland Ltd. · 03/2012 – 03/2013

Ensured linguistic quality and functional integrity.

  • Quality
  • Localization
  • Cross-team Collaboration

The Walking Dead: Survival Instinct

Localization Tester ACTIVISION BLIZZARD Ireland Ltd. · 03/2012 – 03/2013

Ensured linguistic quality and functional integrity.

  • Quality
  • Localization
  • Cross-team Collaboration

Moshi Monsters: Moshlings Theme Park

Localization Tester ACTIVISION BLIZZARD Ireland Ltd. · 03/2012 – 03/2013

Ensured linguistic quality and functional integrity.

  • Quality
  • Localization
  • Cross-team Collaboration

More Work

Personal Projects

Personal projects and student work where I explore mechanics, narrative framing and tabletop experiences.

Personal Project

Sally Su

Music Band

Music project in which I play the guitar. Collaboration, rhythm and long-form structure influence how I think about pacing and emotional arcs in media.

Personal Project

The Roaring Twenties

Board Game

A character-driven board game set in a stylized 1920s metropolis, exploring risk, reputation and social deception at the table.

The Roaring Twenties board game artwork
Student Project

Dominion

HTW Berlin · 03/2016

An isometric 4-player battle arena focused on agent-based mechanics. Players manage units by setting individual traits and assigning tasks rather than controlling them directly.

Student Project

Cubed

HTW Berlin · 03/2015

A procedurally generated, stealth action game with puzzle elements, featuring a fully functional Rubik's Cube as the playable environment.

Student Project

Armville

HTW Berlin · 09/2014

A platformer featuring an unique movement mechanic where the character uses a free rotatable arm to punch and grab obstacles to maintain its velocity.

Game Jam

Medusa

Mobile Game

A turn-based puzzle survival mobile game where you play as Medusa, turning knights to stone to escape an infinite, procedurally generated castle maze.