top of page

Wegesrand

ROLE

Producing and Game Design Intern

DESCRIPTION

During my six-month internship at Wegesrand, I transitioned from academic game development into a professional production environment within the Serious Games sector. Over the course of the internship, I supported and later independently managed internal production processes across multiple projects, while collaborating closely with clients from cultural, educational, and public institutions.

As a Producer, I oversaw four parallel projects, gaining hands-on experience in milestone tracking, internal coordination, and client-facing communication. One of these projects was later nominated for the German Computer Game Award (DCP), marking a significant milestone for both the team and my professional development.

DURATION

September 2022 – February 2023

GENRE

Serious Games

PROJECTS OVERSEEN DURING THE INTERNSHIP

Europäisches Hansemuseum

  • Abenteuer Hanse
    A mobile-based interactive exploration of the museum’s permanent exhibition, combining puzzle-solving with a fictional narrative around the Knoggeburg family.
    Nominated for the German Computer Game Award (Best Serious Game 2023).

  • Abenteuer Dielenhaus
    A digital escape room experience where players solve three challenges before meeting friends for a bowling appointment.

Joachim Herz Foundation

  • An interactive economic simulation enabling students to build and adapt their own economies in real time during economics classes.

German Pension Insurance (Deutsche Rentenversicherung)

  • An informational and motivational platform designed to support rehabilitants throughout their recovery process.

Production

PRODUCTION REALITY IN SERIOUS 

Working in the Serious Games sector introduced a fundamentally different production context compared to university projects:

  • Time:
    Fixed roadmaps agreed upon with clients had to be followed precisely.

  • Budget & Resources:
    Staffing had to be managed dynamically within existing teams, requiring careful coordination and prioritization across projects.

  • Content Constraints:
    Design decisions were closely tied to the knowledge, data, and requirements provided by clients and required continuous alignment and approval.

These constraints required careful planning, clear communication, and a strong balance between creative problem-solving and client expectations.

KEY LEARNINGS & PROFESSIONAL GROWTH

Transitioning from student projects to a professional role as a Producer was initially challenging due to the level of responsibility involved. However, this environment allowed me to quickly grow into the role and apply the skills developed during my academic projects in a real-world setting.

Having previously worked as both Producer and Game Designer in semester projects proved invaluable, enabling me to adapt quickly to professional workflows, unfamiliar processes, and client-driven development. The internship became a testing ground for my production knowledge and a decisive step in shaping my professional identity as a Game Producer.

PRODUCER IMPACT & RESPONSIBILITIES

As a Producer, I was entrusted with the oversight of four key projects. My responsibilities included:

  • Milestone tracking and backlog management across multiple productions

  • Internal coordination between departments and team members

  • Acting as a primary point of contact for both internal teams and clients

  • Participating in internal and external meetings alongside my internship mentor

  • Tracking project budgets using Excel and preparing project submissions

  • Identifying pipeline risks early and proactively resolving production issues

 

After approximately six weeks, I was given significant autonomy in managing internal communication and task coordination. While external client meetings were often conducted together with my mentor, I increasingly took an active and independent role in preparation, moderation, and follow-up.

GAME DESIGN CONTRIBUTIONS

In addition to my production responsibilities, I actively contributed as a Game Designer, particularly on projects developed with the Joachim Herz Foundation and the German Pension Insurance.

  • My design-focused tasks included:

  • Concept development in close collaboration with clients

  • Translating educational goals into interactive gameplay concepts

  • Iterating on designs based on client feedback

  • Working closely with an external game designer from Linked Dimensions to refine and align concepts

Beyond production and design, I also supported projects in quality assurance, gameplay balancing, trailer production, and early-stage concept development during acquisition phases.

bottom of page