Ino and the Wu
A vertical coop adventure platformer about the power of friendship.
Ino and the Wu are the protagonists of the project that we were working on for around one year. In a team of four, my tasks were UX and UI Design, Game Design, 2D Art and Project Management.
WIP
If you are interested in seeing more, visit Ino and the Wu or our Facebook Page.
Thanks to my fantastic teammates Nils Gudat, Sarah Wagemann and Arne Urff! You are the best…
Path Out
In 2016, I had the amazing opportunity to work with Causa Creations and Abdullah Karam on Path Out in an early stage, helping with logo and interface design. A game that uses a different approach to tell a touching story.
Path Out Key Art
Getting in trouble with the neighbour
The Fallen
Another amazing project with Georg Hobmeier was The Fallen, a 3D shooter with a twist, developed in a very limited time frame.
Play it here: The Fallen on itch.io
Check our the other fascinating projects by goldextra
Shift Happens
During my internship at Klonk Games from Oct 2015 until Jan 2016,
I had the pleasure to help them with their awesome coop puzzle platformer
“Shift Happens” and train my level design skills.
Extended Logo for Demo Version
Achievements!
Banner
Level Design
By the way, congratulations on winning “Best Game Design”,
“Best Game for Children” and being nominated for “Best German Game” in 2016!
Klonk Games
Shift Happens on Steam
Daily Lullaby
UI Design
In the 48 hours during the Global Game Jam 2016 (theme: rituals) we tried to create a game where you control your little village by playing the right music. If your villagers have enough to eat, are happy and clean… it all depends on you!


My tasks: UI Design, Art
Thanks to: Jannik Bemm, Julia Schadler (for that beautiful logo!), Christina Kopp, Marcus Goitowski, Meral Leyla (without your music, nothing would have worked…)
Snail Race
2D Art
Developed in a game jam at the HAW Hamburg. With the topic “Fail to Lose”, we created a snail racing game in which the slowest competitor wins. You try to crash as many obstacles as possible and force-feed your opponents with salad to make them run.
My tasks: 2D Art (Characters, Background, Assets, Animation)
Team: Sven Dettmers (Code, Sounds), Melanie Muranaka (Intro, Outro), Florian Peinsold (Code).
Caged
Trailer
Stills
A game created in 48 hours during the Global Game Jam 2015 in Werk1.
I was responsible of Game Graphics and Art. The other team members were José Rodolfo Freitas (Code/Shader), Michel Wacker (Code) and Meral Leyla (Music/SFX). The topic was “What do we do now?” and our game is about being locked up and trying to distract yourself in order not to go crazy from loneliness. Or maybe, could that be the solution?