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.
As a young talent she started working as an illustrator and character designer for the renown comic series „Mosaik“ (60,000 issues per month) 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
Based on her talent 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, BMW, Gazprom and Telekom.
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. She had been interviewed by several renowned news papers like the New York Times, LA Times, Variety and more.
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.
Developing games and game technology for the PC and a few consoles has been
Rob’s hobby since the mid-’90s. In 2008 he became a full-time professional game
programmer and since 2010 he is a part of Jo-Mei.
Rob’s other active interests include technology, electronics, languages, music and
the arts in general.
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
Janina is supporting the team as a 3D/ 2D artist, focused on character modeling and texturing.
Starting out as a trainee at Ascaron’s Studio 2 she’s been working in the game industry for
four years now.
Taking a break from picking at polygons and pixels she likes comic books, open world- and
indie games as well as traditional sculpting.
After graduating from Games Academy Berlin, Miriam joined the team with her skills in
3D Animation, Rigging and 3D Art.
In her leisure time she likes to play all kinds of videogames and does various sports such like
Kung Fu – But don’t worry, as long as there is enough chocolate for her to eat, she’s no harm.
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
Storyboarder/ Animator/ Co-Writer
Storyboarding, Animating and Visual Storytelling are Saskia’s strengths when it comes to
support the team. Starting as a student at the Filmschool@ Games Academy she moved back
to Berlin after working for Ingenious Knowledge.
She used to train police dogs when she wasn’t travelling through alternate worlds and
universes via Pen&Paper and textbased Role Play. Take an advice: Don’t ask something
about her dogs. She won’t stop talking about them.
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.
Gameplay Programmer & VFX Artist
As a programmer with a strong background in Game Design and Art, Jan is well suited for
implementing gameplay mechanics with a focus on game feel.
With procedural animations and particle effects he helps animators to bring the gameworld
and its monsters to life as well as filling it with game logic. As a part of this, Jan is also
responsible for many of the custom tools made to give the animators full control for the
Level Design: It was something Dave thought was very good. He studied
Game Development at S4G School for Games, doing a little bit of
everything and falling in love with Game and Level Design.
Since then he’s been making games and being on every game dev event in Berlin he could.
You shouldn’t talk to him unless you really like bad puns. Because he is davinitely the
best worst comedian.
As the go-to person for rendering, optimization and console development, Robert makes
sure that everything runs smoothly even on slower hardware.
When he isn't busy writing new systems or optimizing existing ones, he writes tools and
automates workflows. Having previously worked at Happy Tuesday and Thoughtfish he has
released games on Android, iOS and on Steam.
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.