Technical VFX Artist
If it’s about shader or rendering, Florian is the person to ask for.
After coming from a 2D/3D artist background, Florian discovered his love for shader and
technical vfx during the beginning of university. Solving the riddles around amazing-looking
effects became his passion and with all these tools around his belt, bringing worlds to life is
We had been lucky enough to successfully lure him into being an intern at first, helping us to
bring Sea of Solitude to the Nintendo Switch. Now he is already a full-fledged member of the
team bringing his vast knowledge into our next projects!
Beside also working on a bunch of other projects on the sideline, he’s a vivid Nintendo fanboy and part-time anime connoisseur, so don’t try to beat him in Mario Kart!
Leveldesigner and Gamedesigner
During his apprenticeship in mechatronic engineering, Klemens discovered his passion for
level and game design. Working at Jo-Mei, he is responsible for the level design of the
project as well as developing, prototyping and tuning game mechanics and gameplay.
Guy is our resident composer and sound designer. Based in North London, Guy Jackson is
specialized in highly crafted, layered musical compositions, amalgamating acoustic and
electronic sounds and encompassing both classical and ambient genres.
His work is perfectly suited to the silver screen and games, enhancing and supporting the
mood and tone of a broad variety of visual content.
When reaching his 30’s Patrick worked on several major German game-productions doing
textures and interfaces before he moved on to teach students to do their own games.
Now he is our producer but still gives classes to drag young talents into development. If he is
not in Berlin, he is most likely in Tokyo helping build music festivals in the mountains from
scratch and enjoying the contrast of nature and megacities. Has a soft spot for 70’s Italian
Programmer and Game Designer
Since the beginning of time Dirk studied programming and game design mostly through
learning by doing.Even now he spends most of the time in front of the box to bring pixels to
When he doesn’t dig around in code and game mechanics he spends his time with
cartoons, pen&paper-RPGs, idle&indie games, all the other geeky stuff and
CEO/ Technical & Creative Director
Boris Munser is responsible of Jo-Mei’s technology development and also takes care about graphic and game design.
In 1990 he earned his design diploma of visual communication at the University of Arts Berlin. For 10 years he was working as a freelancing print, web and media designer for several media agencies and publishers.
2001 He participated one of the most renown contests of the games
industry – The „QuakeCon Model Contest“ – which was powered by legendary „id software“.
He won the contest with his submission „kfengine“ which was quoted by Kenneth Scott,
Lead Artist from id software: „This is by far the most ambitious use of the Q3 shader language
ever. It makes my head hurt to think about it. Bravo!“
Thanks to this amazing award the development studio „Spieleentwicklungskombinat GmbH“
offered him a position as Designer for it’s new title „Paraworld“. He accompanied the whole
production until the brand went life, was responsible for programming and graphics and
contributed a major part of the game’s visual presentation.
After „Paraworld“ Boris and Cornelia Geppert started to freelance and founded
Jo-Mei Games together.
CEO/ Writer/ Art & Creative Director/ Game Design
Cornelia Geppert is the creative head of Jo-Mei Games and responsible for all artistic aspects of the production. In addition she is in charge of the company development and PR. She started working as an illustrator and character designer for the renown comic series „Mosaik“ when she was 17 at the biggest German comic publisher „Steinchen für Steinchen Verlag“.
In 2001 she was hired by the french cartoon production house „Marathon“ for it’s cartoon „Misson Odyssey“ as Character Designer and Character Sheets creator. She completed the first given out scholarship for game design at the Games Academy Berlin
and joined full-time the production of „Paraworld“ by „Spieleentwicklungskombinat GmbH“.
She was working as a concept, character and level artist in this global published production.
There she met Boris Munser with whom she started to work freelance after the production and
created together successful game concepts for valuable customers like Ubisoft and BMW.
In course of that they founded together Jo-Mei Games in November 2009. Cornelia has been
widely successful with her latest project, Sea of Solitude, which she not only wrote but she
also is the Game Designer and Art Director. The industry giant Electronic Arts published it.
She had been interviewed by several renowned news papers like the New York Times,
LA Times, Variety and more.
Her TED Talk went online and has over 2 million views already.