solo gamE development — Potsdam, Germany

Hello there!
Welcome to RETRIEBEAR where I building bold, hand-crafted games.
Part golden retriever enthusiasm, part bear stubbornness. Both halves are in the logo and honestly, both are needed to finish a game alone.
One person, every pixel — designed, coded and fully tested by me.

Who I am

One Developer. One Passion. Unlimited Ideas.

RETRIEBEAR is my one-man games company in Potsdam. By day I work as a Lead Cloud Architect and by evening and night I put ten years of professional engineering into the games I always dreamed of.

Being solo is the feature, not the bug: no meetings, no committees, no design-by-averaging. Every system is built, broken and rebuilt until it feels right — and if it is not fun on a rainy Tuesday, it does not ship.

10+

Years in IT

5

Games in the pipeline

My stack

Tools of the trade

The daily drivers — from engine to invoices. Colours nod to each tool’s brand, but official logos stay with their owners.

  • Godot
  • Blender
  • Sourcetree
  • Photoshop
  • Affinity
  • Ableton Live
  • DaVinci Resolve
  • Figma
  • FontForge
  • Visual Studio Code
  • Sublime
  • Jira
  • Confluence
  • Outlook
  • Collmax

What I do

Three crafts, one pair of hands

01

Engineering

A decade of professional software engineering goes into every build: clean architecture, tight performance budgets, and tooling that lets one person move like a small team.

02

Game Design

I design small-scope games with deep systems — mechanics you understand fairly quickly and are still mastering ten hours later. Prototype fast, playtest hard, cut without mercy.

03

Cloud & AI

My day-job superpower: cloud architecture and an AI-focused engineering background. It shows up in smarter systems, online features that scale, and infrastructure that never wakes me at 3 a.m.

My games

The pipeline

STACKROW cover artwork

Arcade Puzzle

STACKROW

A falling-block puzzler about greed: every cleared row raises the stakes, and cashing out one drop too late costs you the run.

WORLDBREAKER cover artwork

Action Sandbox

WORLDBREAKER

Crack open procedurally built worlds along their fault lines, harvest the core, and get out before the whole thing comes apart around you.

Work in Progress cover artwork

Unannounced

Work in Progress

Too early to talk about. What I can say: it is the most ambitious of the three — and yes, there will be a bear.

How I work

Solo by choice

Players first

No dark patterns, no paywalls mid-run. If a feature only serves a metric, I cut it. I am not running behind money but rather want to create something enjoyable!

Small scope, deep polish

I’d rather ship one tight, finished idea, that has been tested and runs without any issues, than three ambitious sloppy half-games.

Engineered, not improvised

Architect discipline from my day job: sementic versioned builds, automated tests, boring reliability.

Built in the open

Devlogs, honest patch notes and playable builds early. You’ll watch these games grow up.

“Wait — one person made this?”— every playtester so far, and my favourite compliment

Want to follow the journey — or just say hi?

I read everything myself. Obviously.