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Game Development

Games I’ve Been a Part Of

I’ve contributed to several game development projects, mainly focusing on 3D assets, environments, and visual development. Through these collaborations, I gained experience with production workflows, optimization, engine integration, and creating visuals that support both gameplay and atmosphere.

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Choose your Game

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Game Jam 2026 - Project Echo

Play as a small nature spirit and safe your beloved forest from the flames of an impending arson attack.

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The Sleeping Grove - Deutsche Pop

Enter a ruined jewel factory hidden deep within an enchanted forest and help restore the magical heart that once brought life and balance to its world. In this atmospheric third-person platformer, careful movement, precise jumping, and exploration take center stage as you make your way through a beautiful but damaged environment shaped by corruption and decay.

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Masked Echo

Global Game Jam 2026

Play as a small nature spirit and safe your beloved forest from the flames of an impending arson attack. With the help of your mask, you can see the future and thus recognise in good time which plants need your help.

Used diversifiers: "All in for Nature: Reefs & Rainforests", "It's about time", "Strangers Thing" and "Diverse".

Masked Echo

Character
3D Design

Sculpting, Texturing, Rendering |
Nomad Sculpt & Blender

Workflow

about workflow...

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The Sleeping Grove

Deutsche Pop - Graduation Project

A story-driven third-person platformer focused on atmosphere, exploration, and precise movement rather than combat. Set in a hidden enchanted forest, the game follows a woodland creature chosen to enter a ruined jewel factory and reactivate its central machine in order to restore the magical force that once sustained its people and their world. As corruption spreads through the forest in the form of thorns, poisonous ivy, and destruction, the player must carefully traverse dangerous environments, overcome challenging platforming sections, and bring life back to the heart of the factory.

Deutsche Pop

About the Game

The Mission: With the evil gone but the forest still suffering, the woodland creatures choose their bravest and most agile hero to enter the ruined factory. Their goal is to restore the central machine, reactivate the power, and awaken the heart of the forest so that healing and rebuilding can begin again.

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The Forest


The game takes place in a hidden enchanted forest, far away from the outside world. A magical force flows through every plant, creature, and part of the land, giving the forest life, peace, and energy. The woodland creatures live in symbiosis with this power, protecting the forest while also drawing strength from it.

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The Woodland Creatures

The woodland creatures use the forest’s magical energy to power their lives and machines. They are closely connected to the world around them and help keep the forest hidden from outsiders. Part of their culture and economy revolves around jewels and gems, which are transported and traded through trusted allies outside the forest.

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The Jewel Factory

At the center of this world lies the jewel factory, where magic and machinery are combined. The factory is powered by the forest itself and connected to a central machine that channels the essence of the greater being. This system acts as both the technological heart of the factory and the magical heart of the forest.

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The Corruption

After years of peace, the factory was attacked by a great evil. The central system was corrupted, the greater being fell into a deep slumber, and the factory was left in ruins. As the being’s nightmares spread into reality, thick thorns, poisonous ivy, and decay began to overtake the forest from the inside out.

About My Role

For this project, I worked on Level 01 layout and blockout, including background design and environmental restrictions to guide the player through the space.

I also created environmental and damage assets, worked on water, VFX, and contributed to the implementation of the dash ability in Unreal Engine.

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Tasks & Workflow

Dash/Teleport - VFX

Program: Unreal Engine

One of my technical contributions was the dash movement, a fast magical burst that visually feels like teleportation. During the dash, the character briefly disappears due to the speed of the movement, adding to the mystical feel of the mechanic.

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Layout Environment

For the environment, I first developed sketches based on team discussions and then built the level layout in Unreal Engine using blockout geometry, hills, and vegetation placement.

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Modeling & Texturing Environment​
I created custom assets such as trees and stones, combined them with selected external models for greater variety, and textured my work in Substance Painter using a high-poly to low-poly workflow. I also experimented with sculpting and surface detailing to support the game’s stylized, magical atmosphere.
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