Isabel Grünberg

Game Designer with a passion for narrative design, writing, cozy games, feminism, inclusion and youth work


Maschinenklangwerk

... is an AR sound- and lightscape for an industrial hertiage site museum



"Augmenting Realities - A Case Study of Maschinenklangwerk"

... is an article published in the 2022 book: "Playful Materialities - The Stuff That Games Are Made Of"



Things Go Missing

... is an experimental ludic audiovisual experience for PC that combines the genre of walking-simulators and ludic-centered adventure games.



SBOOKY SEA

... is a fast-paced, arcade-like multiplayer game that focuses on hectic gameplay, micromanagement and team work.



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Maschinenklangwerk

... discover the sounds of the future, energy and climate

Maschinenklangwerk was an interactive AR installation for the Gesenkschmiede Hendrichs in Solingen that was created for the FUTUR21 Festival between the 12.03.-19.03.2022.
We used the technology of bluetooth beacons to track visitors throughout the museal space to make them a part of the mechanics of the installation.
The rooms responded to the visitors, depending on how many people are in the museum as well as in the respective rooms, creating an ever-changing experience.
With corresponding light and soundscapes we encouraged the visitors to stay, explore and be enchanted.

Design Challenges:

  • - envision a unique way to use AR in a museal context

  • - create an evironment that is inviting for different age groups

  • - work with the requests of the clients

Within the development process I was mainly responsible for the creative process, the lightscape as well as the creation and storybuilding of the rooms.
For the lightscape I used DMX lights and worked closely with our programmers to animate them and create a cohesive lightscape for our soundscape.
Furthermore I wrote haikus for every room to add another layer to our storytelling.

Video Walkthrough

Team Members

David Wildemann & Raven Rusch (Neoludic games)

Alexandra Nieradzik


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Things Go Missing

... explore the little and colorful world where things go missing around the neighborhood

Things Go Missing is an experimental ludic audiovisual experience for PC that combines the genre of walking-simulators and ludic-centered adventure games that was created as a semester project in the fourth semester of my Digital Games B.A..
The game plays around the feeling of the “doorway effect” and simply misplacing things.
Players slip into the shoes of our main character and get to explore the little and colorful world where things go missing around the neighborhood.
Within the game, players follow the story of Frances, a person that dislikes change and prefers their daily routine. Frances notices things in the neighbourhood that bother them, like a shopping cart not being parked in the right place. Then the perspective shifts and the players take over the "misplaced" item. While bringing them back to the right place, they will bump into things which then will trigger our "popcorn" physics and wreak havoc over the place. After the item is in the right place the perspective will shift again and players can start a new day with Frances.

Gameplay Impression

Over the course of the game, more and of the gameworld will disappear. The resulting feeling of confusion and isolation was supposed to convey the experience of people struggling with Alzheimers disease. Nonetheless the game ends on a bittersweet note with Frances finally finding peace and quite in the void.

Design Challenges:

  • - balance the somber story and colourful/playful environment

  • - gameplay should be simple but entertaining

  • - create an environment that players would want to explore

Within the game development process I took over the role as the project lead.
My main tasks were to ensure that we don't stray too far from the original vision and handling the writing/narrative direction. As not just project lead, but also lead designer, I paid special attention to keeping all the departments on track and cohesive.

Gameplay Trailer

Team Members

Sophie Stübinger (Art)

Jacqueline Kik (Art)

Shady Zahran (Programming)

Xi Cao (Design&Sound)


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SBOOKY SEA

... two players dive into the abyss of the Sea Of The Dead to collect lost souls and help them pass over to the afterlife.
But they need to beware the dangers lingering in the dark!

SBOOKY SEA is an asymmetric two player endlessrunner where players have to cooporate in order to steer their submarine through the Sea Of The Dead. The game was created as a semester project during the third semester of my Digital Games B.A.. One player is controlling the captain who has to maintain the submarine, while the other player is controlling the ghost who is assisting the captain from the outside - defending the submarine and helping to fix leaks.

Gameplay Impression

While the gameplay of the ghost mostly focuses on protecting the submarine from different types of enemies and picking up trash (ressources) and ghosts (points), the captain focuses on maintaining the ship, like keeping the engine running (with fuel from the trash) to keep away from the dangerous kraken and releasing the trapped ghosts into the afterlife, earning points for the team.

Design Challenges:

  • - create an interesting game loop that keeps players engaged

  • - provide unique but equally challenging gameplay for both characters

  • - balance difficulty to ensure quick gameplay sessions (20min max)

Within the development process I was mainly responsible for the project management as well as co-designing the gameplay mechanics and the level design of the submarine.
The most important part was to keep a balance between the tasks of the two characters, so both player experiences were unique yet equally challenging.

Gameplay Trailer

Team Members

Georgios Lindaris (Design)

Ta Yu (Programming)

Maria Eom (Art)

Jacqueline Kik (Art)

Jan Seidel (Sound)


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