Narrative Designer | Game Designer | Storyteller






WOLFSBANE

Project Lead | Game Designer | Narrative Designer | Level Designer | Game Writing | Programmer | Voice Actor | Composer

Beyond Project Management, I was responsible for Game Design, Level Design, Narrative Design, Game Writing, Programming, and Voice Acting. To keep production realistic, I strategically combined selected FAB assets with original 3D assets, with the intention of replacing external assets with fully original production assets should Wolfsbane move into further development. The female voice performance was provided by Fearplay Co-Founder Lunaria (Angelika Treffner).

OFFERING

Narrative Designer | Game Designer

In the story-driven Horror JRPG Offering, the demo transports players to Carinthia, Austria, in the year 1953, to the remote mansion of the Graf family. Taking on the role of Amalia, a newly hired housemaid, players gradually become familiar with the house and its guests, only to soon realize that something is deeply wrong. This demo was developed during the Global Game Jam 2026 at the IFgameSH jam site in the Starterkitchen Kiel and is currently undergoing further development.

HOPE’S END

Project Leader | Narrative Designer | Game Designer | Game Writer

For Hope’s End, I designed the game’s narrative flow in Twine and wrote the main dialogue sequences. This allowed us to play through and evaluate the complete narrative structure early in development, identifying potential dissonance, pacing issues, and other narrative weaknesses before implementation.

Given the constraints of a Gamescom showcase and the limited amount of time visitors typically spend with a game at the booth, the narrative experience was deliberately kept compact. The later sections were streamlined in particular, allowing us to prioritize a strong opening hook and effective narrative onboarding while maintaining an appropriate overall playtime.

As part of Level Design, I created the exterior environment of Hope’s Creek, while also coordinating Project Management through Jira, Confluence, and Excel. Working across several smaller sprints within a two-week development period, we were able to complete the original Hope’s End Game Jam prototype and subsequently continue refining and polishing the experience for its showcase.

Additionally, I composed and performed the original soundtrack for Hope’s End, and created the artwork for the game’s intro and outro cutscenes, which I also edited and produced for the final experience.