About me
One-man company. Full-size games.

Hi, I’m the developer behind RETRIEBEAR. I studied technical computer science (Technische Informatik) and business informatics (Wirtschaftsinformatik) in Berlin, Germany with a major focus on AI development. I’ve been working in IT for over ten years now — grown from engineer to tech lead, currently working as a Lead Cloud Architect.
Games are where all of that comes together. The same mindset I bring to every domain — research it thoroughly, optimise it, execute with discipline — applied to the thing I love most: building worlds that are hopefully fun and immersive.
The name? Part golden retriever enthusiasm, part bear stubbornness. Both halves are in the logo — and honestly, both are needed to finish a game alone.
Origin story
It started with a SNES
I’ve been gaming since I was approximately five, when my dad brought home a SNES. Illusion of Time was my favourite game — I replayed it until I knew every screen by heart, and it was very challenging game! Somewhere along the way I quietly decided that games are the best thing people can make. First it was consoles. Then with the age of 10 I started building the first computers with my dad.
The PC years pulled me toward strategy games and shooters — build orders, very extensive aim training, the whole competitive rabbit hole — and a real gamer was born. That mix still shapes everything I build today: console-warm worlds with PC-sharp systems.
And the consoles never stopped: I’ve owned every generation since that first SNES and still have them all. From Playstation, Nintendo or Xbox. It’s a working museum one shelf away from my desk and the best reference library a game developer could ask for.
Milestones
The road so far
- Age Five — Dad brings home a SNES. Illusion of Time takes over. Street Fighter. Even the old NHL Games were amazing.
- Age Ten — Building first computers with my dad and then I learned to love of computers
- Studies — Technische Informatik & Wirtschaftsinformatik in Berlin, Germany, focus on AI development.
- 10+ years in IT — From an engineer to tech lead. Learned how real systems survive real users.
- 2023+ — First game prototypes instead of sleep. My first trys working on and learning an Game-Engine with Godot 4.0 released.
- Today — Lead Cloud Architect by day, RETRIEBEAR by night. Best of both worlds, minus the free evenings.
- The pipeline — STACKROW in development, WORLDBREAKER in prototype, and a third project that is still classified.
- Next — first public build of STACKROW. Wishlist, playtest, tell me everything I got wrong.
The team
All four of me
A solo company still has departments. They just share a chair.
The Engineer
Writes the code. Refactors the code. Defends the frame budget.
The Designer
Asks “but is it fun?” until everyone else in the chair is annoyed.
The Artist
Pushes pixels at midnight. Believes honey and cream fix everything.
The Everything Else
Taxes, trailers, store pages, this website. Somebody has to do it.