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years in game development
38
from home computers to today’s consoles
Amiga → PS5
from games shipped on disks to live servers
Floppy → cloud
  1. 1988 – 1998 Blue Byte

    From the Amiga to The Settlers II

    Pixel-art illustration of a desk in the late 1980s: a beige home computer with a CRT monitor, a joystick and stacks of floppy disks under a desk lamp, a moonlit lake outside the window.

    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

      Twin World

      Amiga / Atari ST

      Programming in Motorola 68000 assembler (game, graphics, tools) and game design.

      Wikipedia
    • 1991

      Battle Isle

      Amiga / Atari ST / PC

      Additional programming and map design.

      Wikipedia
    • 1995–1996

      The Settlers II

      PC

      Project lead, game idea and design, and programming of the base systems, game logic and graphics engine.

      Wikipedia

    Also 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

  2. 1998 – 2008 Funatics

    A studio of our own

    Pixel-art illustration of a small studio office around the year 2000, at night: three desks with tower PCs and CRT monitors, a whiteboard full of diagrams, moving boxes still standing around.

    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

      Cultures

      PC

      Game idea and design; programming of logic, graphics, network and tools.

      Wikipedia
    • 2004

      The Settlers: Heritage of Kings

      PC

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

      Wikipedia
    • 2007–2008

      Tom Clancy’s EndWar

      Nintendo DS / Sony PSP

      Management, programming (logic, AI, 2D graphics engine, tools; C++) and game design.

      Wikipedia

    Also 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

  3. 2009 – 2017 Funatics

    Online games, live operations and Valhalla Hills

    Pixel-art illustration of a desk in front of a glass wall to a server room: two monitors with dashboards and a world map with glowing connections, a laptop and headphones.

    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

      Cultures Online

      Browser MMO game

      Developed FunNetX, the C++ server technology behind five browser MMOs; payment systems, hosting and monitoring.

      YouTube
    • 2012–2014

      Panzer General Online

      Browser MMO game

      Backend on the FunNetX server technology, and the connection to Blue Byte / Ubisoft internal systems.

      Funatics
    • 2015–2016

      Valhalla Hills

      PC / Xbox One / PS4

      Creative director and project manager; game design and game logic programming in Unreal Engine.

      Steam

    Also Patrizier Online, UFO Online and Wickie Online, all three on FunNetX. Full list

  4. 2019 – today Funatics

    Backends, consoles and AI-assisted development

    Pixel-art illustration of a desk in a wooden cabin at night: a wide curved monitor full of code, a small robot on the desk pointing at the screen, a gamepad, a handheld console and headphones, a moonlit lake outside the window.

    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

      FunSports

      Mobile Fitness App

      MMO backend engine in Go on Kubernetes; set up the whole backend infrastructure.

      Funatics
    • 2023

      Asterix & Obelix: Heroes

      PC / PS4 / PS5 / Xbox Series X|S / Switch

      Senior developer; developed in cooperation with Gamexcite.

      Steam
    • 2025

      Sacred 2 Remaster

      PC / PS5 / Xbox Series X|S / Switch

      Supported development with legacy C++ skills and reimplemented the pathfinding system.

      Steam
    • 2024–2025

      Ed & Edda Grand Prix Racing Champions

      PC / PS5 / Xbox Series X|S / Switch

      Tech lead: coordinated the work of the programmers and implemented game features; developed in cooperation with Tivola.

      Steam

    Also Dropping Rocks – Building Blocks (backend server, based on the FunSports backend). Full list

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