Portfolio Overview
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use subpages for detailed info
Bongfish internal IPs (2014 -2025)
In addition to our long-standing partnership with Wargaming, Bongfish has also had numerous other opportunities to demonstrate our skills and fill shorter periods between Wargaming projects.
Besides a number of smaller, internal projects, I was able to contribute my experience to two large external projects.
These projects allowed me to significantly expand and solidify my skills in more general game design areas.
However, the collaboration with Crytek's online FPS "Hunt: Showdown 1896" required a rapid familiarization with the game and extremely strong interdisciplinary work with level art.
My Main Tasks:
Level Design Department Setup & Management
Internal planning & cordination with other departments
World, Level & Challenge Design
Mission, Encounter & Combat Design
Enemy & AI Design
UI & UX Wireframes/Screenflows
Meta Design & Monetization
Game Balance & Gameplay "tuning"
Content generation & integration
Outsource Management
Bongfish internal projects:
"Tetris / Project Boston" / NextUs (2018- 2020)
ReclAIm (2020)
Combined Arms (2020)
Bongfish external projects:
Red Bull "Wingsuit Aces" (2015)
Hunt: Showdown (2024)
"World of Tanks"
With Wargaming, Bongfish has found a long-term co-development partner. Initial test tasks served to assess our work ethic, production quality, and innovative spirit.
Soon after the initial tests, a close collaboration grew with the developers from Minsk to create the alternative game mode "Frontline" for World of Tanks.
Through several subsequent projects, features, and prototypes for various games and game modes, I was able to contribute and further solidify my expertise in world and level design.
My Main Tasks:
Level Design Department Lead
Planning & Coordination (internal & external customers)
Project Documentation
World, Level & Challenge Design (Tactical Vehicle Shooter)
Content generieration & integration
5 projects: 2 published, 2 prototypes & 1 in development
Firestorm (2014) - (testproject, not published)
World of Tanks: Heat - Prototype Maps (2020-2022)
Unanounced Project (2024-2025) - in development
"Early Years" (2006-2014)
2006 - Internship "3D modeling & content integration"
2007 - practical Master Thesis
After my internship, I was able to further demonstrate my skills at "Bongfish GmbH" and wrote my practical master thesis.
The following years were characterized by independent work and increasingly greater responsibilities.
My Main Tasks:
Establishment and management of the Level Design Department
Project planning and coordination (internal and external customers)
World, Level, and Challenge Design
Content generation and integration
Outsource management
6 published Titles:
Droppoint Alaska (PC/MAC) (2006-2007)
Stoked / Stoked "Big Air" (XBox360) (2008-2009)
Harms Way (XBox360) (2010)
Motocross Madness (XBox360) (2011-2013)
Red Bull "Crashed Ice" (XBox360 - Kinect) (2011-2012)
Calibre 10 Racing Series (Steam) (2013-2014)
During my studies at FH Joanneum in Graz, in the "Information Design" program, we worked on several projects that were intended to bring technology and users together.
"Dreamflight Simulator" (2003)
In the "Perception Lab" at FH Joanneum, we built a comfortable seating arrangement to allow "dreamers" to fly through a landscape using 360° tracked 3D glasses. Control was achieved via two position sensors attached to a stem.
In collaboration with Josef Greimel, we produced an installation at the Kunsthaus Graz for Sol LeWitt's exhibition "The Wall". Using a 3D tracking ball, visitors in the foyer could navigate their surroundings on a monitor during the installation process.
"Microscope Room - Vivarium Mariahof" (2005)
As part of the semester project "Virtual Company", a company ("PictureTunes") was founded and an installation was created for the "Vivarium Mariahof" that enabled schoolchildren to identify "micro-aquatic organisms" in the microscopy room.