
About Me:Hi! I’m Sebastian Dreschmann, a Game Designer with a focus on Level and System Design.Since March 2024, I’ve been studying Game Production & Management at the University of Applied Sciences Neu-Ulm, where I’m learning how to bring creative ideas to life through thoughtful design and strong production methods.Before moving into game development, I spent several years working independently as an insurance specialist. That experience taught me how to communicate clearly, stay organized, and understand what truly motivates people – all of which now influence how I design engaging player experiences.My goal is to create games that truly inspire and captivate players – through meaningful systems, immersive worlds, and powerful moments of interaction.
Contact me directly or click on the links below for social media and my portfolio:

VR-Adventure
6 team members | March 2025 - October 2025
Role: Game Design | Level and System Design

The game uses 11 everyday hand gestures to help the Pookis heal their world. In combination with the bracelet developed by MyoMod, muscle contraction data is collected to support the development of affordable arm prostheses.
Creating intuitive and fulfilling gameplay experiences by connecting core systems and mechanics.

The process began with rough sketches, followed by blockouts in Unreal Engine, which were later replaced with floating island assets to create a cohesive, immersive world.


Initial ideas and a first concept were sketched out, from which the ideas for all levels gradually emerged.
The levels were blocked out and initial iterations were created. Placeholder assets - especially environmental elements - were added to better visualize the overall vision.



In the end, the placeholder assets were replaced with the final ones, and the world of FLOAT was created as it looks now.


During the development of FLOAT, I learned a lot about level and system design. The main learning experience of this project was how to create levels from scratch and further develop them through iterations.
Achievments:Winner: Best Student Games Festival | Meaningful Game Award
Winner: German Multimedia Prize mb21 2025 | Main Award
Winner: Varjo Academic Giveaway Campaign
Winner: HNU Werkschau | Best Game-AwardNominee: XRC25 | Young Talent
Nominee: XRC25 | Community AwardExhibitor: Gamescom 2025 | Bussines Area
Exhibitor: Gamescom 2025 | Entertainment Area
Exhibitor: GermanDevDays 2025
Exhibitor: Play! Con 2025
Exhibitor: Hackerkiste Augsburg 2025
Exhibitor: Next Reality Festival 2025
Exhibitor: German Multimedia Prize mb21 2025
Exhibitor: TINCON 2025Member: Meta Horizon Start Community

Top-Down 3D science fiction horror survival game
48h Game Jam | 2 weeks of further development | 4 team members
Role: Game Design | Enviroment Art
You play a technician aboard an Umbra Corp spaceship. After a failed experiment, the ship goes dark and is overrun by light-sensitive creatures. Armed only with a flashlight, you must sneak through the corridors and restore power to survive.



The game UMBRA, which was originally created as a 2.5D project as part of the HNU Game Jam, was converted into a full 3D version for Games.Kickstart.


For the Umbra project, work focused on level design and implementation in Unreal Engine, from initial layouts to finished environments. In addition, several art assets were created and integrated, contributing to the game’s visual identity and atmosphere.



UMBRA demonstrated how crucial clear, early design decisions and a shared core mechanic are under extreme time constraints.
Working in a team for the first time also highlighted how collaboration, feedback, and flexible roles can significantly accelerate development and improve overall quality.
Milestones and Achievements:Winner: 1. HNU Game Jam
Winner: HNU Werkschau | Best Sound
Exhibitor: Game Connect 2025 - Bayern meets Hessen
Exhibitor: HNU Werkschau
VR-Action Brawler
6 team members | October 2025 - February 2026
Role: Game Design | Level and System Design