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.
In November 2019 her TED Talk went online and has over 1.8 million views already.
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
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
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.
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.
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.