My Work: Game Design
Level Design
For the practical component of my bachelor’s thesis, I designed and assembled a complete interior environment using Unreal Engine. I was responsible for the overall layout and focused on spatial composition, atmosphere, and visual storytelling throughout the process. The environment was built using existing asset packs, including Infinity Blade: Castle and Medieval Dungeon, which I adapted and combined to serve the project’s concept and visual coherence.
This project demonstrates my ability to create a functional and visually consistent space from predefined assets, while maintaining a clear artistic direction. In addition, it showcases my workflow in real-time environment design and level composition within Unreal Engine.
Role
Level Designer
Contribution
I was responsible for the complete environment design, layout development, asset integration, and final scene assembly within Unreal Engine.
Game Project ‚Diesel‘
‚Project Diesel‘ is a first-person virtual reality escape room set in a tense laboratory within a dieselpunk universe. Its visual style is deliberately stylized, taking inspiration from games like BioShock, emphasizing the dark, industrial atmosphere and supporting the game’s narrative tone. The environment was designed to encourage exploration and curiosity, with carefully placed details and interactable objects that reinforce immersion and world-building.
Players navigate the lab freely in VR, manipulating objects, examining clues, and solving puzzles to escape the scientist’s domain. The game combines classic escape room mechanics with RPG elements, allowing players to step into the role of a defined character and experience the story from a first-person perspective. Puzzles are designed to challenge logical thinking, observation, and clue combination, while the spatial layout, interactive elements, and narrative-driven encounters work together to create a cohesive and engaging VR experience.
This project demonstrates my ability to design immersive environments, integrate gameplay mechanics, and craft interactive experiences that balance challenge, exploration, and storytelling.
Watch a first Gameplay Trailer here:
Role
Level Designer, Concept Arist, Story Development
Contribution
My contributions included creating 2D assets, developing the narrative, and designing levels to support puzzle flow and player immersion.
Game Project ‚Alice‘
Role
Level Designer, 3D Artist, Concept Artist
Contribution
I contributed as the Level Designer, 3D Artist, and Concept Artist, responsible for environment design, asset creation, and the visual concept of the game.
Concept Art
This image showcases a collection of concept sketches for various weapons designed for use in a video game. The designs explore different weapon types intended for multiple player classes, focusing on distinct visual styles, forms, and functionalities. Each concept aims to support both gameplay mechanics and world-building, while maintaining a believable and cohesive aesthetic.
These sketches served as an early foundation within the game design and art pipeline, informing further development and refinement of the weapon designs.
Role
Concept Artist
Contribution
Concept sketching and early visual design of weapons for different player classes.



