Ishavar's Guide to Curses offers players and Dungeon Masters the option to play as various cursed creatures from pop culture and Dungeons & Dragons lore. It also features a new original race: the Ashen. More than just providing stats and numbers, this book also expands on the theme of some of these creatures and adds character options that are thematically appropriate. Dungeon Masters also get monsters to use, that not only expand on the cursed creatures, but also add inspiration for adventures and stories.
Ishavar's Guide to Curses was my first official foray into game design, and what ultimately got me interested in pursuing it as a career.
Created stats for Races, Sub-classes, and Backgrounds
Created stat blocks for Monsters
Created special rules and roll tables for curses and blessings
Cover Illustration
Character and Monster Illustrations
2D Background Environments
Wrote narrative descriptions for cultures, features, and monsters, as wells as rule texts for features described in the book
Monster Example
Monster Example
Unseen is a 2D platformer set in a plague ridden Prague in 1349, with horror elements in which you have to collect eyes to increase your radius of vision and to see hidden things in the world. Special eyes change your perception of the world and let you see new and different things. The focus is on platforming, solving puzzles, and the story.
Unseen was my first atempt at a digital video game prototype. I started work on it without any prior experience with game engines or programming.
Dead Man's Call is a first-person narrative puzzle game set in the far future. The game takes place in the spaceship “Nightlight” crewed by three suspicious individuals. The aim is to find out what happened to the captain and his medical robot, H3A1_TH, from whom you received a distress call. To solve the mystery the player must explore the spaceship and complete puzzles to gather clues and find keys which help them solve the case.
Dead Man's Call was the first project we did at Furtwangen University as part of the Entry Project course. With a total of five team members we ventured into the shallow waters of Unreal Engine's blueprint system and applied agile work methods to create a playable prototype in two weeks.
SymphoTea is a game about deciding which social bubble each customer belongs to. This can be found out by listening to their inner part of a symphony and their persona. This way you can serve them the perfect match bubble tea.
SympoTea was designed as part of the Global Game Jam 2025. The theme was 'Bubbles' and as an additional challange our team incoorporated two classical pieces which were provided to us.
Fall of Egypt: The Last City is a Cooperative city-builder during a zombie apocalypse in a snow covered, ancient Egypt, where players, who take control of unique factions, have to work together to find a way to end the zombie onslaught before their city dies out.
Fall of Egypt is the first board game we designed as part of our studies. In six weeks we went from a rough idea for a game to a heavily playtested and simulated, high quality prototype which is fun to play.
Resonance is a sound puzzle game in which the player has to listen to the sound of obstacles and recreate the sound using their sound orb by bouncing it off the environment in the correct combination.
Resonance is an audio game we designed as part of the Sound2 course in two weeks. The goal was to create a game you can only beat by listening to audio cues and to make it accessible to visually impaired players.
A dice-builder from hell. Collect souls, demons and more dice to fight the evil manifestations of the seven deadly sins. And always remember: if you are going through hell, keep going. Diceonomicon is a turn-based roguelike game with a focus on dicebuilding. To progress the players have to collect demon companions called Implings to fight for them, which they command using their bag of dice. The game takes place in a fantastical vibrant hell, inspired by ragtime, jazz and prohibition era America. It draws inspiration from different cultures and underworld representations.
Diceonomicon was our end of third semester project. The only limitation was that it had to be a digital game. The main focus for our team was to design a game that we can complete with our skills, and is fun to play.