I'm a Game Designer with a strong focus on technical and level design.
I love creating mechanics and worlds that motivate intrinsic playfulness and bring unforgettable adventures to players.
More about me
I’m a Game Designer with 6+ years of experience specializing in core gameplay systems, tight 3Cs, and memorable boss encounters. My goal is simple: to create games that give players meaningful adventures, inspire curiosity, and evoke natural playfulness.
Currently a Game Designer at Purple Lamp (Vienna, Austria), I am driving key gameplay features for SpongeBob SquarePants: Titans of the Tide (THQ Nordic). My work spans from hands-on prototyping to final implementation, taking ownership of boss fight design and camera mechanics. Beyond the editor, I focus on elevating the team's design culture by evolving our frameworks, running workshops, and facilitating structured feedback loops to ensure a unified vision across disciplines.
Previously, I worked at Rare Earth (2021–2022) as a Level Designer on a cooperative shooter, designing large open-world spaces that supported multiple mission types while integrating smoothly with procedural tools and systems.
From 2019 to 2021, I worked as a Game Designer at Climax Studios in Portsmouth, UK, focusing on level design and technical design for titles like Mafia: Definitive Edition and Returnal, creating memorable gameplay moments and collaborating closely with tools and scripting systems.
I hold a degree in Creative Media and Game Technologies from Breda University, and I continually look for ways to push the boundaries of game and UX design.
When I’m not building games, I’m probably riding my gravel bike, dancing salsa, or helping the TU Wien Space Team build a bi-liquid rocket. I also designed and coded this portfolio website!