GAME DEVELOPMENT / 2026
Built by a seven-person team during GameDevWeek 2026 in Trier. A story-driven first-person shooter set in a dark, lifeless world, where exploration, combat and horror pacing are used to ask a single question: is it the right choice?

James carries out assassination contracts without questioning his targets. As the story progresses, disturbing clues and dream sequences appear and reality begins to fail — the game turns guilt, memory and emotion into its core mechanic rather than its backdrop.
Worked across game design and development in Unity: mission and interaction logic, shooting mechanics, and the moment-to-moment pacing that keeps tension high between combat beats. Also contributed to the audio identity of the world.
A playable psychological horror prototype for Windows delivered inside a one-week jam, combining story-driven exploration with a functioning combat loop.