I'm a game designer and programmer with a lifelong interest in creating games, and also games as a cultural phenomenom.
After studying Computer Science in Antwerp, I went on to do a master’s in Game Studies
and Engineering in Austria. That’s where I really dove into the deeper side of games:
how they shape culture, how players experience identity and gender through play, and
what kind of responsibility we have as developers considering the impact games can have on people. My thesis focused on pay-to-win
microtransactions and its impact on players and the game experience. Along the way, I interned at Dirty Paws Studio as a game designer, spent half a year studying in Tokyo, and
joined sixteen game jams.
This is a showcase of some
projects I have done. Maybe you'll find something that catches your eye :)
Electric Alps
Game design internship where I worked on progression and reward
systems
Bagels Of War
Award-nominated student project I designed and programmed in Godot
Game jams
Selection of my favorite projects from the 16 game jams I have
participated in
Super Mario Maker 2
2D platformer level editor where I designed some famous "troll"
levels
Dungeon of the Mad DM
Party boardgame for 2-5 players where you play AGAINST the dungeon
master
Master Thesis
Scientific research about the impact of Pay-to-Win
microtransactions on the user experience in games
C compiler
Compiler that compiles a subset of C to MIPS, written in Python
Size--
Application that can compress and uncompress data
featuring different compression algorithms, written in C++
Graphics engine
Graphics enginge which can render basic 3D shapes
with lighting, textures and shadows. Written in C++
The game I worked on as an intern Game Design at Dirty Paws
Studio. I helped in designing the progression & reward systems the game will
feature, and
blockouts and the mechanical progression of the tutorial.
More info about the game
Designing these systems was a very good exercise in
communication, as I joined a team in progress and had to understand their vision and
what the various systems I was designing had to achieve. I went through many
iterations
of designing, asking and integrating feedback. In the end, I designed the overall
progression of the game and the various reward and progression systems that the game
will feature.
I also helped in designing the tutorial of the game.
My
job was to figure out what and how the players learn in the tutorial, and then
create
sketches for the levels. I ended up creating 12 levels.
A level I designed. This level aims to teach the
player
about branching conduits, and is set up in a way that helps the player figure this
mechanic out without being too explicit.
A review of my internship by my mentor.
Carls trash can
Carls trash can was considered by many to
be
the best troll level
yet when it released. This was mostly due to it featuring a 5 minute ending sequence
that subverted almost everything the player had experienced up to that point.
YouTuber CarlSagan42's playthrough of the level
YouTuber DGR's playthrough of the level
YouTuber LinkTijger's playthrough of the level
YouTuber Juzcook's playthrough of the level
YouTuber GrandPooBears's playthrough of the level
The Salt Mines
What I consider my best level. It was my attempt at
pushing the genre
and
engine itself to its limits. It uses some mechanism to change up the level between
player deaths, which is usually thought off to be impossible.
This gives a whole new set of expectations to subvert. The level took over 150 hours
to make, and another 50 of playtesting and revising. It takes around one hour to
complete.
Youtuber おかりん/OkarinGames's playthrough of the level
Youtuber CarlSagan42's playthrough of the level
Youtuber FerFigers's playthrough of the level
Youtuber DR.SHOKI's playthrough of the level
Youtuber しゅうゲームズ's playthrough of the level
Youtuber RYOTA☆レコード's playthrough of the level
More
levels
and
info
About
troll
levels
Many troll levels, including mine use glitches to
help
subverting
expectations, and as Nintendo is not a fan of these, troll levels usually get
deleted,
hence only the only thing remaining is videos.
Bagels of War is a strategy game I developed
over the course of a year. The goal of this project was to develop a small, but high-quality
game from start to finish, going and learning about all the different steps along the way. I
also formed a small team after the concepting phase, consisting out of two artists, a sound
designer and a composer. The game made it to the top three in the PGDA Talent Award 2024, a
yearly national game competition in Austria for best student projects.
The Firelight
The Firelight is a 2D top-down cooperative
horror adventure that aims to bring players closer together through an intense story- driven
cosmic horror experience that tests their trust, communication, and ability to navigate an
unraveling reality. The players take on the role of two children stranded on the fictive Firefly
Island, a West European medieval village swallowed by darkness where all light has mysteriously
vanished, except for the eerie glow of fireflies that seem to whisper secrets of something far
more sinister. The game blends cooperative problem-solving, bread crumb style storytelling,
atmospheric exploration, and tense encounters to deliver a thrilling test of teamwork against
the unknown.
I am working on it as project manager, game
designer and programmer. The game is currently working towards a vertical slice, and is set to
launch on Steam Q2 2027
Snek.Game - Klagenfurt X Coventry Jam
A puzzle game where each level gets more
ridicilous
than the last (inspired by What The Golf), I programmed and did mechanic design. Made with
Unity.
Play the game on itch.io!
A Beesy Week - Sustainability Board Game Jam
A co-op boardgame designed for children, where
players work together as bees to polinate as
many flowers as possible before the end of the week. I did the game design. View
the game on itch.io!
Crab it - AI & Games Jam
Created at the 6th International Summer School
on Artificial Intelligence and Games in Malta, Crab It is a game where the player has to imitate
a crab controlling a canon, using their body. During the summer school we got to learn about
various AI technologies such as body movement tracking, which we applied in this game. The game
was made in Unity and got third place. View
a gameplay video!
Entomophobia- The Park VR Jam 2024
Ever wished you could re-experience trying to
sleep but being assaulted by buzzing mosquitos, in VR? No? Well… we made it anyway. Using
hand-tracking technology, our team developed a VR game where the goal is to kill the mosquitos
swarming your room by moving around and clapping your hands. The game was made in Unity. View
a gameplay video!
Bertle Royale- 6th Klagenfurt Winter Jam
Bertle Royale is a party card game where you
want to be the last Bert standing, themed after the mascotte Gamebert. The game ended in second
place for the Game Design, Fun, and Overall categories, and third place for Creativity. I
designed the game and the various cards and their effects.View the
game on itch.io!
Why The Long Gun? - 3 Gnomes Game Jam 2024
A procedurally generated rogue-like where
instead
of switching guns when you find a new one, you just attach them to each other. I helped with
programming and designing. Made
with a team of 8 people, in Godot. Play the
game on itch.io!
Super Mario Maker 2
A 2D platformer level editor in which I
have made many "troll" levels. Troll levels are a special type that try
to predict what the player will do and punishes them for it, in an
entertaining manner. Combining clever traps with a healthy dose of slapstick, troll
levels aim to constantly subvert the expectations of the player. They are
a happy
accident resulting from the simplistic complexity of the Mario Maker games, and over
the
past eight years, a large community has grown around them, of which I've had the
pleasure to be a part of. My levels have been played/seen over 14 million times.
Arguably the most crucial element of
designing such levels is iteration and playtesting, to make sure a
level's predictions
actually match what
players
do and to refine the cues the level gives the player so they don't get lost.
Here are the two
levels that I consider my best
The Salt
Mines
Carls
trash
can
Dungeon of the Mad Dungeon Master
In Dungeon of the Mad
Dungeon Master, a party of
adventurers is desperately trying to escape an ever changing dungeon. One player takes up
the
role as the dungeon master, while the rest play as adventurers. However, unlike Dungeons and
Dragons, in this game the dungeon master's goal is to actually kill the players by creating
the
deadliest dungeon possible. Adventurers will face monsters, activate traps, obtain treasure
and
traverse different biomes. The fun doesn't stop when the players die, they turn into ghosts
that
can still help their allies from the other side.
I together with a
friend
did the game design. We really liked the game as a team, but we heavily underestimated the
logistics and work required to publish a boardgame, so the game never made it past two
physical
versions and some playtests. There is ambition to one day pick it up again. DotDM features 4
playable characters with over 50 unique action cards, 8 monsters, 8 treasures and 16 dungeon
rooms.
Bertle Royale: The
card
game
A physical party game made for the 6th winter
KluJam,
themed after Gamebert,
the mascot of the Game Studies and Engineering Masters program.
Bertle royale ended in second place for the Game Design, Fun and Overall categories,
and
third place for creativity. I designed the game and the various cards and their
effects.
A tool made by me and two friends to compare
different
compression
algorithms. We implemented six
algorithms to convert data into context-free grammars, which are stored in a data
format we came up with, called
PAL. The data is then converted to binary strings using huffman encoding, to further
reduce file size.
The tool comes with a complete CLI, and tools to visualize and compare the
performance of the algorithms.
Comparisation of the algorithms on various input files:
Software to compile C code to LLVM and/or to MIPS
Assembly. It is able
to compile most of the C functionality, including flow control and functions.
Furthermore, it also has semantic error detection, informing you of any semantic
erros found in your code and where. You can find the full list of what it does and
does not support on the Github page.
An assigment from the course Computer Graphics from
my
bachelor. The
goal was to program our own graphics engine in C++, capable of generating various
three
dimensional figures. I
learned about all the mathematics behind rendering in this project, from a single 2D
line to 3D meshes with textures, shadow and lighting.
Below are some of the figures it can generate.
During the COVID pandemic, I had a lot of free time
because of online classes, so I decided to undertake the challenge of learning
Japanese because there was a Japanese book series「獣の奏者」I really wanted to read. I
liked it a lot, and have since then been self-studying the language daily for 3
years now (and I am finally able to read my books lol). I managed to obtain a score
of 660/990 on the Japanese profiency test a little of a year ago, which is around
N2/B2 level
Scientific research on the impact of P2W
(pay-to-win) microtransactions on user experience in games, involving the design and
implementation of a video game prototype and questionnaire.
The thesis received a grade of 1 (Outstanding
performance with no or only minor errors) in the Austrian grading system.