Twenty years of shipped games. Now I lead the teams that make them.
Technical director, head of studio, CTO. 30+ titles, from Java ME phones to a live cross-platform strategy game.
- 1 player · Hiring a technical leaderCTO, technical director or head of studio, with two decades of shipped games behind the title.
- 2 players · Studio with a hard problemArchitecture, live-game backends, ECS, engine embedding, tooling and pipelines.
Some of the games I've worked on since the Java ME days.
Medieval Empires
Live game · MoonGaming
- Chief Technology Officer
A free-to-play MMO real-time strategy and city builder, live on Windows, macOS, iOS, Android and the Epic Games Store.
Play Medieval Empires- Build a medieval city from the ground up and keep upgrading its structures, growing its power and legacy until it becomes the seat of an empire.
- Recruit and train heroes and whole armies of archers, cavalry and swordsmen, then lead them out to defeat the invaders threatening your lands.
- Explore one world map shared by every player, claim your own territory, and invite others to settle on your land or rent out your towns.
- Trade on the in-game marketplace, complete daily and weekly missions, and earn rewards through the seasonal loyalty programme.
Open source, still shipping
I run ⤜outfox⤏, a small collective making free C# and Godot libraries for game developers.
fennecs
Open source · ECS library
A tiny, high-energy Entity-Component System for C#. Archetype storage, cached queries and first-class entity relations, with no code generation and no reflection.
2dog
Open source · Godot in .NET
Godot, turned inside out. I repackaged the engine as a library on a patched libgodot, so a .NET application hosts Godot instead of the other way round: in the browser through WebAssembly and WebXR, inside Avalonia, WinUI or Blazor apps, and under xUnit with the live engine running.
tweens.gd
Open source · Godot addon
A tweening system for Godot 4 with consistent syntax in both GDScript and C#, more easing options than most, and interactive tutorials that run inside the editor.
Stage select
- STREnter War & strategy
War & strategy
Empires, towns, tanks and sieges, from phones to PC.
- PUZEnter Puzzle & casual
Puzzle & casual
Match-3, physics puzzles and friendly faces.
- ARCEnter Arcade & action
Arcade & action
Short sessions, big explosions.
- J2MEEnter Feature-phone era
Feature-phone era
Java ME games for 176×208 screens and a few kilobytes of heap.
Credits
Chief Technology Officer
2022 – today · Berlin
MoonGaming
I lead engineering and serve as technical director on Medieval Empires: the service architecture, the Unity client and the infrastructure behind it, plus hiring and mentoring the team that runs the game live.
Head of Studio
5th Planet Games
I ran the studio behind Tintin Match, a story-driven match-3 game built on the Tintin licence, as head of studio and technical director.
Technical Lead
Berlin
King
Technical leadership in King's Berlin studio, where I was technical director and lead programmer on Candy Crush Jelly Saga.
Lead Programmer → Technical Director
since the early 2000s · Cologne/Bonn, Giebelstadt, Troisdorf, Munsbach
Studios across Europe
I started as lead programmer on Java ME games, then became technical director across a mobile portfolio of strategy, puzzle and arcade titles, often also producing or running Scrum for the team.
Game architecture
- Entity-Component Systems
- Unity & Godot
- Engine embedding
- Gameplay systems
- Tooling
Online & backend
- Real-time servers (SignalR)
- Microservices
- MongoDB
- Docker & AWS
- Live operations
Engineering practice
- Testable game code
- CI & release pipelines
- Performance
- Cross-platform builds
- Web3 integration
Leadership
- CTO & engineering management
- Mentoring
- Hiring
- Certified Scrum Product Owner
- Certified trainer (IHK AEVO)
Written in C# · .NET · C++ · GDScript · Python · TypeScript
Community
- Godot User Group Berlin I help run the local Godot community and its website.
- raylib-cs Contributor to the C# bindings for raylib.
- ⤜outfox⤏ An inclusive open-source collective, building small libraries that reduce complexity in game development.
Background
- University of Bonn, 2000 – 2006Computer graphics, AI, computational geometry, physics simulation, cognitive psychology
- English & German (native), French & Swedish (basic)

































