IT & Technology · Game Developer

I build worlds
worth replaying.

A gameplay-focused developer crafting responsive mechanics, readable systems and expressive game feel across prototypes, production features and interactive worlds.

PLAYER_01BUILD 26.09
SYSTEM ONLINE · GAMEPLAY LOOP STABLE · INPUT READY
8Published / shipped projects
42Gameplay systems built
12Interactive prototypes
5Years in game development
01 · Vision

Mechanics first.
Emotion always.

I design and implement gameplay that feels immediate, understandable and rewarding. My work connects player psychology with practical engineering, from input response and combat loops to progression, tools and performance.

Game Feel

Juicy feedback, timing, camera language and responsive controls.

Systems

Composable mechanics that remain readable as the game grows.

Iteration

Rapid prototypes that turn player feedback into better decisions.

02 · Arsenal

Tools for the loop.

The technologies and craft areas that shape the actual player experience.

UnityUnreal EngineC#C++Gameplay ProgrammingBlueprintsAI BehavioursCombat SystemsPhysicsLevel ScriptingShader BasicsOptimizationPerforceGit
03 · Selected games

Playable ideas, polished loops.

Case studies built around the questions that matter in games: what does the player do, why is it satisfying, and how does the system stay interesting?

Featured · Action RPG

Neon Bastion

A fast combat prototype built around dash-cancel movement, reactive enemy states and modular abilities. The core loop was iterated through short playtest cycles to sharpen pacing and player feedback.

Co-op · Systems

Signal Raiders

Network-aware co-op encounters with role-based abilities and readable threat states.

Puzzle · Prototype

Prism Circuit

A compact puzzle system where light routing, timing and level logic create escalating challenge.

04 · Dev loop

Prototype → playtest → polish.

Validate the loop early, measure what breaks the fantasy, then engineer the version worth keeping.

01 / PROTOTYPE

Find the fun.

Build the smallest playable interaction and remove everything that distracts from the core mechanic.

02 / PLAYTEST

Watch the player.

Use short sessions, observation and feedback to expose unclear rules, weak pacing and friction.

03 / POLISH

Make it sing.

Refine feedback, animation, performance and edge cases until the system feels intentional.

05 · Experience

Built across the stack of play.

Senior Game Developer · Independent Studio

Own gameplay features from mechanic design through implementation, profiling, playtesting and production handoff.

Gameplay Programmer · Interactive Lab

Developed player controllers, combat encounters, AI behaviours and rapid prototypes for internal game concepts.

Game Programmer · Prototype Collective

Built small experimental games while developing a foundation in C#, Unity workflows, level scripting and systems design.

06 · Connect

Have a world to build?

For game collaborations, gameplay engineering opportunities or interactive prototypes, send a brief and let's start from the loop.

✉ noah@example.com
☎ +49 89 5550 0176
◈ Munich, DE