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Xanto

Game Developer · Creative Technologist · Adventures Organizer

Available for hire · Berlin based · English and Spanish speaker

I build games and interactive tech end-to-end, from prototype to shipped product. I also organize guided tours, both out in nature and through the city. Open to contract & freelance work.

🎮 Game development & interactive tech 📱 Mobile & cross-platform 🥾 Nature & city tours
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CASE STUDY · GAMES

One developer, the whole pipeline

Fifteen years of games taught me to be dangerous everywhere: design, code, tools, and shipping. Here is how that range came together, told through the work.

20+
games shipped or prototyped
7
engines & stacks
5
platforms, incl. Switch
1→8
team sizes, solo to lead
Chapter 1 · Starting scrappy

Whatever it took, in whatever tool

The early work was about range over polish. A Monty Python tribute in Flash / ActionScript (Killer Bunny and the Holy Grail), a 2.5D fighter in UDK / UnrealScript where I also did 3D modelling and animation (Fantasy Champions), and browser oddities like Maze Explorer, a maze whose walls open and close purely from CSS as you resize the window. Different engine almost every time. That was the point: learn the tool the project needs, not the other way around.

Killer Bunny and the Holy Grail Fantasy Champions Maze Explorer
Chapter 2 · Leading the room

From coder to game director

Then I stopped only taking orders and started setting direction. The Mendel edugame series, used in US schools under teacher supervision, had me as Game Director and Lead Programmer across multiple titles, on a small budget and tight deadlines. On Mendel and the Curse of the Mean Pea I was director, programmer and artist at once. Teaching genetics, heat transfer and the cycle of life through soft puzzles meant the fun had to survive contact with a curriculum.

Mendel's Clinic Mendel and the Curse of the Mean Pea
The Cool Lemonade Trials The Race of Life Mendel's Clinic gameplay
Chapter 3 · Shipping for real clients

Cross-platform, on a console, for a studio

UUu The generalist habit pays off hardest on commercial work. On Balloony I was the sole programmer for most of the project, getting one game running across iOS, Android and Nintendo Switch, building the tools and shaders the art team needed, and advising the director on which solution to actually pick. Shipping on console is a different sport.

Balloony Balloony gameplay
"Xanto was great to work with. He handled getting our game running across three platforms and built out the tools we needed, and had great intuition when it came to recommending the right solutions. Super reliable, easy to communicate with, and just got things done. Would happily work with him again!" Jonas Buschmann, Joid Games
Chapter 4 · Pushing the weird

When the controller is a camera, or your own arm

Range is also about chasing ideas that do not fit a template. Poke Them All is a party game played with a webcam and physical paper hands, driven by OpenCV computer vision. Pivot Panic was built during the Unreal Fellowship in Unreal Engine / Blueprints as a two-player arcade cabinet game. And Enjoy Your Walk is a calm, free-roaming prototype exploring the psychological upside of virtual hiking, and even the soundtrack was hand-played on a kalimba. New input, new engine, new question, every time.

Poke Them All Pivot Panic Enjoy Your Walk
The throughline

Why generalist is the feature, not the gap

Solo dev to lead programmer to game director. Flash to Unreal to React. Arcade cabinets, classrooms, app stores, a Switch. The common thread is not a single engine or genre. It is being the person who can size up an unfamiliar problem, pick the right tool, and carry it to something playable. That is exactly the person small teams and ambitious projects tend to need.

Want this range on your project?

Browse the full games grid, or skip ahead and tell me what you are building.