Recent Projects:

Award-winning mixed reality hand-tracking puzzle for prosthetic research

The world's first purely hand-tracking-based mecha brawler for VR

Award-winning top-down sci-fi horror game

A humorous 3D co-op platformer where two skeletons must reunite their body parts

About Me:
Hi, I'm Kevin.I’m a Game Producer from Neu-Ulm, Germany, with a strong business background and a passion for games. After completing my apprenticeship as a banker and my degree as a Business Manager, I spent several years working in the financial sector and administration, including international experience in Australia and New Zealand.Today, I’m studying Game Production & Management, where I bridge the gap between rigid structure and creative vision. My goal: to push projects to their limit, establish clear processes, and ensure games achieve maximum visibility and market impact.For a detailed overview of my professional background and skills, you can find my CV below:
Contact Me:
© 2026 by Kevin Bruno. All rights reserved.
FLOAT - A MIXED REALITY EXPERIENCE

| Scope: | 6 months | 6 team members |
| Plattform: | Meta Quest 2, Pro and 3/ 3S |
| Role: | Game Producer, Game Design and Sound Design |
| Description: | FLOAT is a controller-free mixed reality experience that combines immersive gaming with medical research. Players use intuitive hand gestures to solve puzzles and restore a fragmented world, while the game anonymously collects movement data to train AI for affordable myoelectric prosthetics. |
Production & Creative Direction
As the Producer and Vision Keeper of FLOAT, I led a six-person interdisciplinary team through the entire development lifecycle. Developed for the Frankfurt-based startup MyoMod, the project required the seamless integration of their proprietary muscle-contraction bracelet to validate the 11 primary human hand gestures. I was responsible for the strategic production planning, stakeholder communication, and the implementation of a tailored Agile workflow that guided the project from a hardware-specific prototype to a successful full release on the Meta Horizon Store.Beyond my leadership role, I acted as the creative anchor by contributing to game design and managing the entire sound design and marketing funnel. This included trailer production, social media strategy, and public relations, ensuring a cohesive brand identity from day one. Today, FLOAT maintains an outstanding rating on the Meta Horizon Store, a testament to the rigorous quality standards I implemented.Under my direction, FLOAT became a highly decorated project, winning the VARJO Student Contest for Outstanding XR Projects, the German Multimedia Prize, and the Best Student Game Award in the category 'Meaningful Game'. I also secured the team’s acceptance into the Meta Start Program. I coordinated high-profile appearances at Gamescom 2025, GermanDevDays, and the Next Reality Festival, and presented our technological approach to industry leaders such as Bosch Rexroth and at various Science Slams.
Critical Learnings & Post Mortem
Developing FLOAT required bridging the gap between academic development and professional MedTech requirements. The primary challenge was the technological leap of maintaining 72 FPS while mastering hand-tracking on mobile hardware. By implementing a professional workflow in Codecks and maintaining a weekly reporting structure, I managed frequent feedback loops and ensured 100% transparency for our partner, MyoMod.This structured approach led to exceptional customer satisfaction; our client was extremely pleased as we met all core requirements and research goals, resulting in a successful release on the Meta Horizon Store. The project’s rating and subsequent awards confirmed a vital lesson: in VR, technical optimization must guide every design decision from day one.
Milestones and Achievements
- Exhibitor: Gamescom 2025 | Business Area 🔗
- Exhibitor: Gamescom 2025 | Indie Area 🔗
- Exhibitor: GermanDevDays 2025 🔗
- Exhibitor: Play! Con 2025 🔗
- Exhibitor: Hackerkiste Augsburg 2025
- Exhibitor: Next Reality Festival 2025 🔗
- Exhibitor: German Multimedia Prize mb21
- Exhibitor: TINCON 2025
- Exhibitor: HNU Werkschau 2025
- Exhibitor: GG BAVARIA 2026🔗- Winner: Varjo Academic Campaign 🔗
- Winner: HNU Werkschau | Best Game-Award
- Winner: Best Student Games Award | Meaningful Game 🔗
- Winner: German Multimedia Prize mb21 2025 | Main Award 🔗
- Winner: Digital Responsibility Award 2026 🔗- Nominee: XRC25 | Young Talent 🔗
- Nominee: XRC25 | Community Award 🔗- Member: Meta Horizon Start Community- Entry: Hochsprung Award 2025
- Entry: Student Prize for Social Innovation 2025
- Entry: Epic Mega Grants
- Entry: Auggie Awards 2026
- Entry: Laval Virtual 2026
- Entry: German Computer Game Awards 2026
MERCURY
| Scope: | 3 months | 6 team members |
| Plattform: | Meta Quest 3 & 3S |
| Role: | Game Producer, Game Design and Sound Design |
| Description: | Mercury is the first controller-free VR mecha brawler that utilizes pure hand-tracking for high-speed combat and movement. Players master gesture-based 'Gorilla-Locomotion' to navigate procedurally generated cities and dismantle enemy mechs. |
Production & Creative Direction
For Mercury, the world’s first fast-paced hand-tracking mecha brawler, I acted as Producer and Creative Lead. I steered our six-person team through an intense three-month cycle to deliver a bold technical showcase for the Meta Horizon Start Developer Competition.Beyond production management, I deeply influenced the game’s immersive feel: I spearheaded the native bHaptics integration, executed the complete sound design, and acted as the project’s vision keeper - ensuring a consistent experiential, aesthetic, and emotional direction across all disciplines.On the business side, I managed the successful launch on the Meta Horizon Store, produced the trailer, and am currently driving our festival strategy. By targeting events like Laval Virtual and the Auggie Awards, I aim to showcase our unique gesture-based interaction system to a global industry audience.
Critical Learnings & Post Mortem
While Mercury achieved its technical goals, the release served as a profound lesson in how the success of a previous project can lead to a delayed start and extreme time pressure from day one. To protect the quality of the core loop, I executed a radical scoping strategy, cutting 50% of planned features to ensure a functional submission for the Meta Horizon Start competition in December 2025. This milestone served as a critical stress test, but the race toward the final February 2026 store release left little room for user-centered iteration.At trade fairs, we saw the game’s true potential: once players understood the mechanics, the feedback was overwhelmingly positive, and the high-speed combat proved to be fully functional and engaging. However, we discovered that even a polished and fun technical core is worthless if the player cannot navigate the entry experience without guidance. Our success at events created a situation where players thrived with our personal assistance, but the lack of unbegun playtesting for the public release led to significant user frustration with our complex gesture-based controls.This experience proved that technical innovation requires a disproportionately strong onboarding process to bridge the gap between developer intent and player reality. Consequently, I have established Unattended User Playtests as a non-negotiable milestone for all future projects.
Milestones and Achievements
- Exhibitor: HNU Werkschau 2026
- Exhibitor: GG BAVARIA 2026🔗- Winner: HNU Werkschau | Best Mechanics-Award🔗- Entry: Meta Horizon Start Developer Competition 🔗
- Entry: Auggie Awards 2026
- Entry: Laval Virtual 2026
Feel the game with

UMBRA
| Scope: | 2 weeks | 4 team members |
| Plattform: | Windows | Steam |
| Role: | Game Producer, Game Design, Artist and Sound Design |
| Description: | UMBRA is a top-down 3D sci-fi horror game built in Unreal Engine, where light serves as your only weapon against the darkness. Players must master resource management and real-time navigation to survive the creature-infested corridors. |
Production & Creative Direction
I assumed the lead role in project management, guiding our four-person team through the full development period. Beyond maintaining the project's vision, I was heavily involved in game design, art asset creation, and handled the entire sound design.On the publishing side, I spearheaded the release management. I successfully initiated and executed the launch on Steam, edited the trailer, and managed promotional activities at trade fairs.
From Game Jam to Steam
UMBRA stands as a testament to efficient scope management and the power of a clear, focused core mechanic. Developed during a game jam and refined over a rapid two-week sprint, the project proved that a disciplined development cycle can result in a highly polished and commercially viable product.By strictly prioritizing the light-based combat system and ensuring a clean path to publishing, I was able to drive the project from concept to a successful Steam release. The resulting very positive reception from players serves as a benchmark for my ability to identify market-ready concepts and execute the full publishing pipeline under intense time constraints.
Milestones and Achievements
- Exhibitor: HNU Werkschau
- Exhibitor: Game Connect 2025 - Bayern meets Hessen 🔗
- Winner: 1. HNU Game Jam 🔗- Winner: HNU Werkschau | Best Sound-Award