CV

I live and work in London, UK and have been working in the games industry for more than 15 years as a game designer, producer and writer. I made my way into the games industry by writing scripts for point and click adventure games for the PC in the early 1990’s. Later I enjoyed working on successful titles such as “Gothic” (Piranha Bytes/Jo Wood) and “Codename: Panzers – Phase One” (Stormregion/CDV) as a story designer, writer and editor. My employment with Infospace / Elkware Studio as senior game designer and producer has given me a deep insight into all aspects of mobile game production and the mobile game industry.

Education

Abitur (Baccalaureate), Ernst Barlach Gymnasium in Unna

University of Münster, German language and literature studies

Skills

• Project Management (experience with agile software development)
• Game Design
• Creative Writing
• Microsoft Office
• Microsoft Project
• Microsoft Visio
• Bugzilla, JIRA, Confluence

Work History

07/2006 - now

Freelance producer and game designer (clients include: Force Sunrise, Metaversum, CellityNokia Siemens Networks, Sofatronic, dtp young entertainment, Pocketframes/NEUE DIGITALE, Zweitgeist, emerging entertainment)

11/2003– 06/2006

Infospace Elkware Studio employed me in November 2003 to build up the Games Design Department in order to increase the quality of their mobile games and to optimize the workflow of the in-house development teams.

At Elkware Studio I was responsible for producing the reference builds of the games. Besides many other games I designed and produced award winning titles such as “Port Royale 2”, “Sacred”, “Gem Jam Fever”, “Speed Chaser 3D” and “Marble Galaxy”.

My job at Elkware Studio included planning and supervising the whole production process from initial concept and game design through production and QA to the reference builds. During my two years with Elkware Studio I worked closely with clients/partners such as SIEMENS, Nokia, MTV Europe, UFA, FOX and others.

Among the production and design of elkware’s internal games I used to work with external teams and on several projects at the same time.

Working in the mobile games industry for more than 3 years has given me a comprehensive understanding of mobile game production and design for both single and multiplayer games as well as for 3D games.

2003

In-game writing and editing on “Codename: Panzers – Phase One” for German publisher CDV.

2002 - 2003

Story and dialogues for “Historion” and “Babylons Fluch”. Those are edutainment adventure games for the PC developed with the LIGHTCUBE 3D engine for German publisher Braingame.

1999 – 2002

Co-founding of LIGHTCUBE GmbH in Hamburg as Creative Director. LIGHTCUBE developed its own 3D engine technology for 3D games and non-game 3D applications.

1998 – 1999

Story design for “Gothic“, Piranha Bytes.

1996 – 1998

I worked as a freelancer on several projects for Art Department and Greenwood Entertainment as a game designer. I focussed mainly on advertising and edutainment games.

1994 – 1996

Production with my own team of the PC point & click adventure “Monsterized!” for German publisher Sunflowers.

1992 – 1993

I wrote the screenplays for the 2D adventures “Der Schatz im Silbersee” and “Durch die Wüste”, games based on the novels of by Karl May.

Awards

Gem Jam Fever (3rd place “Best Game-/Leveldesign”, German Developer Award 2005 / Airgamer Award, 90%)

Marble Galaxy (Airgamer Award, 88% rating on)

MTV - Pimp My Ride (Airgamer Award, 85%, rating on)

Port Royale 2 (1st place “Best Mobile Game”, German Developer Award 2004)

The Fall (1st place “Best Mobile Strategy Game”, German Developer Award 2005)

Speed Chaser 3D (3rd place “Most innovative technology”, German Developer Award 2005)

Lectures

fmx/05 – The Evolution of Mobile Games, Stuttgart, 2005.