The Kingdom of Lryante Tomes I-III Project

The diverse world of Lryante existed long before I ever knew to call it that. Born from a series of dreams about multiverse portals and a kingdom on the brink of ruin, this story centers on a group of world travelers who must rediscover their past in order to save their realm.

A true labor of love, seasoned with a healthy dose of my favorite tropes, this trilogy brings together everything I adore about fantasy and romantasy: dragon shifters, magical swords, over 30-years old characters, strong female leads, and of course, a good why-choose romance.

This excerpt is meant to showcase my writing range, both in short prose, as seen in the “Part 2” chapter, and in character development and dialogue, highlighted in “Chapter 35 – My Best Enemy.”

Please note: no part of this excerpt may be shared without my consent. As we’re living in 2025, none of this content may be used to train AI models.

Image credit: Love and Deepspace.

Market Overview of Infold’s Love and Deepspace

The Rise of Mobile Gaming: Why Love and Deepspace Has Players Hooked

The mobile gaming market has been nothing short of extraordinary. From the stunning Infinity Nikki, which captivated players worldwide with its high-quality gameplay and multi-platform availability as a free-to-play title in late 2024, to the cozy and enchanting Cats & Soup, which has charmed mobile gamers since 2021. These games prove that free-to-play models can thrive when done right. Players are more than willing to support well-crafted games through in-game purchases.

But in 2024, one game, in particular, has taken the world by storm: Love and Deepspace.

Why Love and Deepspace Stands Out

As someone who has played this game daily for over 150 days, I couldn’t help but dive deeper into what makes it so successful. My fascination led me to analyze the free-to-play mechanics behind its addictiveness. Many of which align with strategies discussed in academic research, such as the paper by Flunger, Mladenow, and Strauss on business implications for the Free2Play business
model.

Of course, I’ll admit, I’m definitely biased as a huge fan. But that just makes my curiosity even stronger!

What’s Next?

My next infographic will break down the free-to-play business model behind Love and Deepspace, exploring the key factors that drive its success. Stay tuned!

This infographic may not be used to train any AI models. No modifications or reproductions are allowed beyond personal viewing without explicit permission.

PhD Project – Playful Brain Demands – Physiological Arousal Evoked by Elemental Structures in AAA-Video Games

Photo by FOX on Pexels.com

The Basic Idea

Project Duration
5 Years (2021-2026)
Alma Mater
RWTH Aachen University

Project Supervisor
Prof. Dr. Thomas Günther
Areas of Specialization
Neuropsychology
Game Design & Development
Games User Research

By measuring skin conductivity, you get access to the purest form of play experience.

According to the state-of-the-art research* surrounding player psychology, experience and game design, user experience (UX) in games is formed through interactions with individual elements within a game, e.g. finding a treasure box, fighting enemies. The key to understanding UX to drive innovation and user-centricity lies in these elements.

Continue reading “PhD Project – Playful Brain Demands – Physiological Arousal Evoked by Elemental Structures in AAA-Video Games”

Zero Damage

For the student start-up Luft Games UG (previously !mpact Works) I have been asked to help out as a UX Designer and Narrative Designer. Lately, I’ve been sneaking in my specialization as UXR. Main task is making sure that we end up with cohesive storylines and create play experiences that are meant to be enjoyed by real human players. As the game is work in progress, this section will be continuously updated.

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MOQO – User Research

At MOQO, I am working in a lean and agile environment in Product Development and Research, and Content Marketing and Research. Primarily, I am leading participant coordination, designing studies and surveys, assessing data, solving complex user problems by prototyping solutions using Adobe XD, Google Analytics and Hotjar. This is an assortment of only a few issues that I have solved with my team.

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Digital Fictions: Towards Designing Narrative-Driven Games as Therapy

In this years’ talk at the Young Academics Workshop at the Clash of Realities Conference in Cologne, I want to introduce the benefits and possibilities of using digital fiction for narrative-driven games, especially its usage in the project “Writing New Bodies: Critical Co-design for 21st Century Digital-born Bibliotherapy”.

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Learning to Program with Processing 3

On February 19, 2019 I have completed my course on programming with Processing. Over the few weeks, I have learned to write functions for Processing, configure parameters, use proper syntax, commenting, and file management followed by weekly challenges where I have developed basic files that are playable. Among these projects was developing a Pong-like game and a Chase Games for which the code is provided here. If you want to try out both codes and play it, please follow the instructions on Processing. Files are here.

Continue reading “Learning to Program with Processing 3”