Game Design and Game Development graduate with strong 3D digital media interests and hands-on experience in Unity, C#, Blender, and 3D asset workflows. Focused on building efficient, clean code and optimizing assets/pipelines for smooth integration into game-ready states. I enjoy rapid iteration, problem-solving, and using feedback to improve design and performance. I’ve worked on mini educational Unity games, contributed to codebase integration, and also have experience with QA/playtesting and structured bug reporting.

Alex Königsbrück

Game Design and Game Development graduate with strong 3D digital media interests and hands-on experience in Unity, C#, Blender, and 3D asset workflows. Focused on building efficient, clean code and optimizing assets/pipelines for smooth integration into game-ready states. I enjoy rapid iteration, problem-solving, and using feedback to improve design and performance. I’ve worked on mini educational Unity games, contributed to codebase integration, and also have experience with QA/playtesting and structured bug reporting.

Available to hire

Game Design and Game Development graduate with strong 3D digital media interests and hands-on experience in Unity, C#, Blender, and 3D asset workflows. Focused on building efficient, clean code and optimizing assets/pipelines for smooth integration into game-ready states.

I enjoy rapid iteration, problem-solving, and using feedback to improve design and performance. I’ve worked on mini educational Unity games, contributed to codebase integration, and also have experience with QA/playtesting and structured bug reporting.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent
German
Beginner
Afrikaans
Fluent

Work Experience

Junior Developer (Internship) at EduFearn Internship
February 17, 2025 - February 28, 2025
During the internship I worked on developing mini-games for an educational game built in Unity. I focused on developing and streaming the code, integrated quickly with the production workflow and development team, and contributed code that smoothly integrated with the existing model. I built an understanding of the existing codebase in a few days and suggested improvements to enhance the effectiveness and efficiency of the codebase. I completed the assigned work ahead of the deadline, enabling me to provide additional assistance to the development team.
Playtester (Freelance) at PlayCocola
January 1, 2023 - January 1, 2024
Recorded extensive playtest footage accompanied by written reports and video breakdowns highlighting gameplay issues, balance concerns, usability, and overall player experience. Identified, documented, and reported bugs and exploits with clear reproduction steps, and communicated findings directly to development teams when necessary, including observations and technical analysis based on in-game behavior.
Playtester (Freelance) at Multiple studios (freelance)
January 1, 2014 - January 1, 2023
Freelance playtesting across various titles over roughly a decade of experience, providing detailed, actionable feedback. Collaborated with studios such as FreeJam and Gajin. Recorded 100+ hours of playtest footage, supplemented with breakdown videos and key notes to support game development and optimization. When encountering game-breaking bugs/exploits, communicated directly with developers, reported findings, and documented reproducible steps and underlying cause analysis/speculation based on observed behavior.

Education

Bachelors of Film Arts/Animation Arts at Open Window - Institute for Creative Arts and Technologies
February 15, 2021 - October 30, 2024

Qualifications

Bachelor's degree in Film Arts / Animation Arts: Game Design and Game Development
January 1, 2021 - December 31, 2024

Industry Experience

Gaming, Media & Entertainment, Education, Software & Internet
    Cyclops standard mech frame
    A personal project done over the course of 2 weeks. The mech frame serves as a modular base, offering several customisation options through interchangeable modules. For this to work the model had to be performant but still hold up too closer inspection. By using a large amount of basic shapes it appears complex yet maintains a low poly count. The most impressive aspect would be the armature as the entire model is rigged with several interconnected parts. A sense of realism was created by limiting the movements to simulate real world mechanical limitation through the use of bone restrains and by keeping the related animations relatively simple. blender 3dmodel Rigging composition hardsurface