12.04.2025 aktualisiert


100 % verfügbar
Tech. Game Designer + Analyst, AI + Full Stack Dev
Berlin, Deutschland
Weltweit
LecturerSkills
User Experience (UX)Künstliche IntelligenzUnterrichtenTonaufnahmeFilmproduktionIngenieur-designprozesseGrafikdesignProjektmanagementMultimediaMusik-ProduktionFotografierenProduktdesignKreative LeitungStakeholderkommunikationLarge Language Models
https://www.linkedin.com/in/walterellisfun/
Technical Game Design
Technical Design
Product Design
Project Management
Full Stack Development: Web, Mobile, Software, AR, VR, MR, Games (Unity, Godot)
AI & LLM Development
AI Product Design
Creative Direction
Client Communications & Briefing
Stakeholder Communications
Business-Technical-Creative Bridging Communication
Team Onboarding
Skills Teaching
UX
Multimedia Asset Creation: Videography, Photography, Music Production, Audio Production, Graphic Design
High pressure environment work
Public-facing Production
Leadership & Management
People Skills
Networking
Meeting Facilitation
Workflow Assessment & Implementation
Technical Game Design
Technical Design
Product Design
Project Management
Full Stack Development: Web, Mobile, Software, AR, VR, MR, Games (Unity, Godot)
AI & LLM Development
AI Product Design
Creative Direction
Client Communications & Briefing
Stakeholder Communications
Business-Technical-Creative Bridging Communication
Team Onboarding
Skills Teaching
UX
Multimedia Asset Creation: Videography, Photography, Music Production, Audio Production, Graphic Design
High pressure environment work
Public-facing Production
Leadership & Management
People Skills
Networking
Meeting Facilitation
Workflow Assessment & Implementation
Erfahrung
Berufserfahrungmehr als 10 Jahre
Freelancer seit2012
Sprachen
DeutschgutEnglischMuttersprache
Projekthistorie
Running a small studio, developing projects and products in Web, Mobile, VR, AR, XR, and Promotional / Training Games / Gamification for Corporates Clients.
Scouting, design analysis for investment, and project managing new video games.
In the first year my time was shared between two departments: Game Design and Interactive Development—a new department for which I helped guide the direction of the curriculum.
I developed content for a number of subjects covering a variety of software-, web-, and mobile development environments, frameworks, and programming languages. Several topics required self-study from zero knowledge to teaching-level proficiency + perspective within 1 or 2 weeks, incl. preparation + submission of a subject overview + brief. Lecturing involved weekly class preparation, progress reviews and project guidance, with assessments for submissions and presentations.
I established an introductory course on applied Artificial Intelligence (Machine Learning, Deep Learning) which led to invitations to present to another department, as well as a business workshop on behalf of the institution alongside representatives of other companies including Microsoft. My aim was to inspire practical optimism and curiosity for the potential of the technology, to help demystify fear around jobs being made obsolete.
While I enjoy the logical creativity and puzzle-solving of coding and software design in all its depth, it’s game development and specifically game design theory, that resonate with me deeply, combining many disciplines and forms of creativity, especially the numerous links with the humanities, such as behavioural psychology, the arts, philosophy, etc. I had the pleasure of somewhat obsessively researching, redeveloping, and lecturing much of the final-year game design theory lectures. I also redeveloped and lectured second-year gameplay programming classes with the aim to strengthen foundational understanding to strategically improve final-year output quality.
I worked closely with the Head of School and Subject Manager to help guide the curriculum for industry relevance and assisted in the creative feedback, guidance and assessment for what felt like hundreds of student games.
I developed content for a number of subjects covering a variety of software-, web-, and mobile development environments, frameworks, and programming languages. Several topics required self-study from zero knowledge to teaching-level proficiency + perspective within 1 or 2 weeks, incl. preparation + submission of a subject overview + brief. Lecturing involved weekly class preparation, progress reviews and project guidance, with assessments for submissions and presentations.
I established an introductory course on applied Artificial Intelligence (Machine Learning, Deep Learning) which led to invitations to present to another department, as well as a business workshop on behalf of the institution alongside representatives of other companies including Microsoft. My aim was to inspire practical optimism and curiosity for the potential of the technology, to help demystify fear around jobs being made obsolete.
While I enjoy the logical creativity and puzzle-solving of coding and software design in all its depth, it’s game development and specifically game design theory, that resonate with me deeply, combining many disciplines and forms of creativity, especially the numerous links with the humanities, such as behavioural psychology, the arts, philosophy, etc. I had the pleasure of somewhat obsessively researching, redeveloping, and lecturing much of the final-year game design theory lectures. I also redeveloped and lectured second-year gameplay programming classes with the aim to strengthen foundational understanding to strategically improve final-year output quality.
I worked closely with the Head of School and Subject Manager to help guide the curriculum for industry relevance and assisted in the creative feedback, guidance and assessment for what felt like hundreds of student games.