I have a strong interest in machine learning, specifically how to handle open-world scenarios with incomplete knowledge and how to roll out machine learning systems in the real world. My PhD thesis (German only, sorry) explores how machine learning can be used to simplify and accelerate the design and deployment of optical sorting machines. I also help organizing the meetup. These are some of my publications:


I contributed code to the LÖVE game framework, most notably early framebuffer and shader support (though that code has been reworked and improved significantly since), line rendering, and mathematical utilities like Bézier curves and polygon triangulation. My github page contains these somewhat popular libraries to be used with LÖVE:

  • hump, an set of basic components that find use–in this form or another–in almost any game.
  • SUIT, a procedural GUI library.
  • moonshine, a post-processing shader manager.
  • HC, a collision detection library based on the Gilbert–Johnson–Keerthi algorithm.


You decide:

  • Die Leidmaschine (2017, in collaboration with Josef N. Patoprsty): a virtual being whose main function is to suffer, but only if you make it to. For more info, see
  • Shown at Open Codes at the ZKM in Karlsruhe.
  • Not A Game (2011): Or is it? Shown at BEYOND 2011 and SPIELSALON Kassel. There was also a magazine-article ( link) written around Not A Game. Slightly more information can be found here.
  • Not Alone (2010): A game about trust and betrayal. Two players play together or against each other. Shown at SOMMERLOCH 2010. Sadly, the internet did what they told us it would never do: it forgot about Not Alone.