1988–1989

Twin World
Amiga / Atari ST
Programming in Motorola 68000 assembler (game, graphics, tools) and game design.
WikipediaSenior game developer and software engineer: programmer, game designer, project lead and studio co-founder on more than 50 shipped titles — from 68000 assembler on the Amiga to Go backends on Kubernetes. These are the chapters, and what I did in each.
1988 – 1998 Blue Byte

I came on board at the newly founded Blue Byte at the end of 1988, while still at school, and became one of its first permanent employees after my Abitur and military service. Back then it was a two-person company working out of a small backyard office; by the time I moved on, it had grown to over 50 employees with offices in the UK and the US. I wrote games in assembler for Amiga, Atari ST and Super Nintendo, later in C++ for the PC — and moved from programming into project and development management, in the end as head of development.
68000 assembler65816 assemblerC++
1988–1989

Amiga / Atari ST
Programming in Motorola 68000 assembler (game, graphics, tools) and game design.
Wikipedia1991

1995–1996

PC
Project lead, game idea and design, and programming of the base systems, game logic and graphics engine.
WikipediaAlso Five more Battle Isle titles up to Battle Isle 3 (AI programming and development management), the Great Courts games, Jimmy Connors Pro Tennis Tour (Super Nintendo), and development management for Schleichfahrt, Incubation and Extreme Assault. Full list
1998 – 2008 Funatics

In 1998 I founded Funatics together with my longtime friends Thorsten Kneisel and Thomas Friedmann. I worked as programmer and game designer, and took on technical management and consulting for games on PC and handhelds.
C++Multiplayer
1998–2000

2004

PC
Consulting, technical management, and programming of the multiplayer and UI system (C++ and Lua).
Wikipedia2007–2008

Nintendo DS / Sony PSP
Management, programming (logic, AI, 2D graphics engine, tools; C++) and game design.
WikipediaAlso Catan: The First Island, three more Cultures games (Cultures 2, Northland, 8th Wonder of the World), ParaWorld (consulting and management of programming on site in Berlin) and The Settlers: Awakening of Cultures (game design). Full list
2009 – 2017 Funatics

I developed FunNetX, a server technology in C++ that ran five browser MMO games, connected them to the user and payment systems of partners and licensees, and took responsibility for hosting and monitoring — for Cultures Online first at a hosting partner, later on AWS. In the same years we made Valhalla Hills, a building strategy game for PC and consoles: I was its creative director and project manager, worked on the game design and programmed the game logic in C++.
C++ serversFlash / ActionScriptPayment systemsAWSUnreal Engine
2009–2017

Browser MMO game
Developed FunNetX, the C++ server technology behind five browser MMOs; payment systems, hosting and monitoring.
YouTube2012–2014

Browser MMO game
Backend on the FunNetX server technology, and the connection to Blue Byte / Ubisoft internal systems.
Funatics2015–2016

PC / Xbox One / PS4
Creative director and project manager; game design and game logic programming in Unreal Engine.
SteamAlso Patrizier Online, UFO Online and Wickie Online, all three on FunNetX. Full list
2019 – today Funatics

I worked on an MMO backend engine in Go on Kubernetes and set up the whole backend infrastructure. Today I contribute as a senior developer to PC and console titles — and use AI as a multiplier in my daily work. Right now I am building a new backend in Go for a title that is not announced yet.
GoKubernetesC++AI-assisted
2019–2022

Mobile Fitness App
MMO backend engine in Go on Kubernetes; set up the whole backend infrastructure.
Funatics2023

PC / PS4 / PS5 / Xbox Series X|S / Switch
Senior developer; developed in cooperation with Gamexcite.
Steam2025

PC / PS5 / Xbox Series X|S / Switch
Supported development with legacy C++ skills and reimplemented the pathfinding system.
Steam2024–2025

PC / PS5 / Xbox Series X|S / Switch
Tech lead: coordinated the work of the programmers and implemented game features; developed in cooperation with Tivola.
SteamAlso Dropping Rocks – Building Blocks (backend server, based on the FunSports backend). Full list
In the press
Code

A small CLI tool that gives my terminal a voice: sound, speech, toast popups and Discord pings when a long-running command finishes.
A small CLI tool that bookmarks directories under short names: one word jumps to a project from anywhere. With fuzzy matching, tags, and a desktop app that opens a terminal at a place with one click.

My personal website and research project, built with code-centric tools: SvelteKit, TailwindCSS, Git and Netlify.