Video Game
Unity, Blender, Maya
Master Thesis , 2025 Focus on gameplay mechanics, interaction and storytelling. Most assets and animations are not selfmade, only adjusted as needed. Awarded with the Media Price for Master Projects.
Received as part of the annual design exhibition „Endpräse” at the
Ostfalia University of Applied Sciences, January 2026
Left Out is a video game controlled through Leap Motion hand tracking that conveys the experience of left-handedness in a world shaped by right-handed norms. Players move the character solely through real hand movements and solve tasks using deliberate gestures. In this demo version of the game, historical backgrounds of handedness and societal expectations are indirectly reflected within a fictional world, while existing right-handed design norms and the resulting invisible discrimination are brought to light. Through deliberately irritating interactions, mirroring elements, and unconventional controls, the game creates a new awareness of one’s own handedness and draws attention to how everyday design standards can subtly disadvantage people.
This game is still work in progress.
Level 1
This level addresses a basic perception pattern in games, where the right side is usually associated with progress. In this case, however, the right side is not treated as the goal:
While approaching, the door closes and players have to turn back in order to advance.
The next part of the first level is intended to address the confrontation with objects that are oriented towards only a specific handedness. The mixed control scheme and level design further illustrate how design standards can force a certain way of operating, sometimes resulting in uncomfortable interactions.
LEVEL 2
Level 2 represents society and the history of left-handedness, which has often been accompanied by discrimination and a lack of acceptance. Due to the social pressure, people frequently exert on one another, there is often no choice but to adapt.
The character is thus indirectly forced to conform to the right side. Although she tries to remain true to herself, she must turn back and reluctantly adapt to right-handed norms in order to be accepted.
LEVEL 3
Due to rigid societal structures, people are often forced to adapt, even if they wish to resist. This level emphasizes this issue, whiel also presenting topics of self-reflection and acceptance.
Additional work
Thesis & Documentation, Sketches, Poster Designs, Sticker 3D printed Keychains Representation at the “Endpräse”
02. JUNIPER
Video Game
Unity
3rd Semester Master Project, 2024
Focus on world building and storytelling. Assets are not selfmade, except a few textures and general model adjustments.
Juniper is an atmospheric horror game that interactively reinterprets a lesser-known story by the Brothers Grimm, “The Juniper Tree.” Through collecting objects and triggering short, partly surreal sequences, a narrative about loss, violence, and family secrets unfolds—never fully spelled out, but instead pieced together by the players themselves.
03. Purple Hour Mental Health App for Android
Unity, Blender, Maya Bachelor Thesis, 2021
Every asset was self made. Awarded with the Media Price in the category “Interactive Design”. Received as part of the annual design exhibition „Endpräse” at the Ostfalia University of Applied Sciences, January 2021
Purple Hour
is a mindfulness card set designed to offer people a short break from their stressful everyday lives. Whenever a moment of encouragement or simply a brief pause to breathe is needed, Purple Hour is always within reach. The concept goes beyond its analog format as a physical card set and has also been adapted into a digital mental health app for smartphones. The app likewise incorporates playful elements and thoughtfully written texts that support the affirmations, helping users briefly refocus on themselves and find a sense of calm.
04. Spellbound Video Game
Unity, Maya 4th Semester Bachelor Project, 2020
Every asset was self made.
Spellbound
is the first game I developed while teaching myself everything about game design, especially working with Unity. Although I would approach many aspects of the game differently with the skills I have today, it is interesting to see how it all began.
The idea and concept behind Spellbound is based of the following quote: “You can’t manipulate reality without being unhinged from reality“.
05. MADE IN SZ
Corporate Identity Ostfalia Salzgitter 2022 - february 2026
MADE IN SZ is Ostfalias’ in-house design agency at the Salzgitter campus,
dedicated to redesigning the cross-media visual identity of the local faculty.
In collaboration with the project team, a new communication concept for the campus was developed. As part of this process, a wide range of informational and promotional materials - including trade fair stands, roll-ups, banners, giveaways, flyers, brochures, invitation cards, and more - were revised, modernized, and newly designed.