Hi, I’m Chris.
Connecting Vision, Development & Production
As a multidisciplinary professional in digital development, I combine project management, design, and hands-on technical expertise. I specialize in turning ideas into structured, achievable production goals while ensuring clear communication across all involved parties.
My strength lies in interface roles:
Bridging the gap between Vision and Product
by informing decisions, coordinating efforts,
and fostering collaboration.
With a background in game design, production planning, and Unreal Engine development, I understand both the creative and technical sides of things. This allows me to communicate effectively with developers, artists, designers, clients, and business stakeholders alike. I have successfully contributed to a variety of different products — from console, PC and mobile games over virtual reality experiences to interface systems in the realm of automotive — connecting Vision, Development and Production.
As part of a team of experienced games industry professionals, I am currently supporting our shared vision for a new digital experience. Additionally, we are offering consultation and support for publishers and other game developers.
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In a leading role, I provide high level designs, outlining the overall setting, atmosphere and basic rules of the game as well as dedicated feature designs. This information is the basis for the creation of pitch documents, playable demos and presentations.
Aside from design, a large part of my role is structuring the development of prototypes. This includes defining shared goals, creating roadmaps, setting up the necessary tasks and keeping a keen eye on the progress.
I also support the development hands-on in Unreal Engine by prototyping features, creating levels, testing gameplay and performance, and eventually polishing for presentation.
Officially called Senior Technical Designer, my role was a hybrid role between Project Manager and Designer.
I acted as the main point of contact for clients, stakeholders, internal teams, and external partners within multiple projects for major German and international car brands.
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This included the creation of spec sheets, quotations and roadmaps as well as supporting the development teams in regard to task planning and quality assurance on a daily basis. While these projects often came with multiple iterations and unexpected changes in requirements, I successfully achieved mutual agreements and ensured shared expectations even under pressure.
As Designer, I consulted on business development topics and created product pitches in collaboration with other branches of the company.
I worked hands-on in Unreal Engine, both developing proof-of-concepts for internal projects as well as implementing and finetuning features in client projects.
Starting out as Game Designer on pre-production for an ambitious VR platform project, I quickly took over more responsibilities within the design team, eventually becoming Lead Designer.
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I contributed to multiple projects – most of them in the B2B sector – providing high level designs, hands-on prototyping and mentorship for Junior Designers.
Additionally, I consulted for the sales and marketing department on a regular basis, offering ideas and creating product pitches and presentations.
While supporting Project Management as counterpart within the design team, I acted as regular point of contact for stakeholders, clients, and external partners.With the company being a start-up, the work environment was agile, fast-paced and demanded ownership and flexibility. My structured, goal-oriented approach as well as the ability to communicate clearly helped me to maintain oversight and to ensure the intended outcome.
As one of the only three dedicated Level Designers in the company at the time, I was involved in the development of a two new free-to-play mobile IPs.
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In the more ambitious project - which was developed with the Unreal Engine - I was part of preproduction and production phase, allowing me to contribute early to the overall look and feel of the game. I created level designs, setup environments in engine, concepted game modes and balanced gameplay.
Unfortunately, after several years of development, this game was discontinued after soft launch, leaving us with valuable learnings and many treasured memories of a really awesome team.