I am an award-winning freelance Game and UX Designer, mentor, and co-founder with dozens of shipped games and apps under my belt, based in London, UK.
Throughout my career, I worked as Creative Director, Lead Game Designer, Senior Game Designer, and Producer. I always enjoyed working on a wide range of projects for different genres and audiences, working with clients like Siemens, BMW, MTV Europe, FOX Studios, Universal Pictures, Bastei Lübbe, and many more.
As a co-founder of Robot Riot, I designed, produced, and managed free-to-play games and built a profitable business from scratch, which reached millions of loyal players worldwide.
Experience
2010 – present: Freelance Game / UX Design, Gamification and Software Production Expert
2011 – present: Co-founder of Robot Riot.
Robot Riot is a small but beautifully formed team of game industry veterans with decades of experience in cross-platform game and software development under their belts.
Robot Riot offers end-to-end game and software development for mobile, desktop, console and web. We have been developing and publishing free-to-play games since 2011.
Robot Riot is a virtual studio based in London, Hamburg, Berlin and Lüneburg.
11/2010 – 02/2013: Freelance Game / UX Design, Gamification and Software Production Expert
I worked as a game design consultant and got drawn into the field of social TV, second screen apps and gamification by developing concepts with the Hamburg-based start-up Zweitbildschirm.
In early 2011, I co-founded Robot Riot. Our first free-to-play 3D browser game was called The Big Catch, which we launched in February 2012. The Big Catch was developed and published in co-operation with German publisher dtp.
02/2009 – 11/2010: Lead Game Designer at eRepublik Labs
eRepublik marked my entry into the world of free-to-play browser games. Besides working on the game design for new gameplay modules and general improvements, I helped implement agile project management processes and was strongly involved in strategic decision-making on an executive management level. eRepublik is a great example of gamified communities.
07/2006 – 02/2009: Freelance producer and game designer
Clients included: Force Sunrise, Metaversum, Cellity, Nokia Siemens Networks, Sofatronic, dtp young entertainment, Pocketframes/NEUE DIGITALE, Zweitgeist, emerging entertainment)
11/2003– 06/2006: Senior Game Designer / Producer Infospace Elkware Studio
Infospace Elkware Studio employed me in November 2003 to build up their Games Design Department in order to increase the quality of their mobile games and to optimise the workflow of the in-house development teams.
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 time 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.
2002 / 2003: Freelance Game Design
In-game writing and editing on “Codename: Panzers – Phase One” for German publisher CDV.
Story and dialogues for “Historion – Babylons Fluch” developed with the LIGHTCUBE 3D engine for German publisher Braingame / HEUREKA Klett.
1999 – 2002: Creative Director LIGHTCUBE GmbH, Hamburg
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: Game Designer at Piranha Bytes
Story design for “Gothic“, Piranha Bytes.
1992 – 1998: Freelance Game Designer
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.
Production with my own team of the PC point-and-click adventure “Monsterized!” for German publisher Sunflowers.
I wrote the screenplays for the point-and-click adventures “Der Schatz im Silbersee” and “Durch die Wüste”, based on the novels of Karl May.
Mentorships
Mentor for Game Changer – London Games Festival 2024
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 Mobile (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
“Indie F2P Development” – Good Game Dev Club, London, 2025
How to build an indie Game-as-a-Service, Digital Shoreditch 2015
fmx/05 – The Evolution of Mobile Games, Stuttgart, 2005.
Guest lecturer at Norwich University of the Arts.
Workshops
I ran game design workshop for kids at the London Big Bang Festival 2013, Digital Summer Camp 2013 and Digital Shoreditch 2013.