Monika Schmitt
Game Producer, Game Designer & Digital Artist
Mistakes should be learned from, not repeated.

About Me
I’m Monika Schmitt a Game Producer and Game Designer with a background in Digital Art and UI/UX Design.I developed my game design and digital art skills at the Games Academy for 3 years, working on collaborative projects focused on intuitive design and player experience.I later specialized in game production at the
School for Games for 2 years, gaining hands-on experience in structured planning, team coordination, and managing smooth development pipelines.My focus is on teamwork, clear communication, and motivation. I am committed to delivering high-quality results through organized production processes, while still contributing to game design and digital art when needed.
Projects
Here are Games I have worked on and what my Job was during the production process



Eternal Seasons
Apr/2025 - Aug/2025
"Eternal Seasons" is a 3D farming simulator in flatcolour lowpoly style. The player returns home as a farmer after his studies and explores four areas, each representing an eternal season. These areas can be unlocked through offerings that the player grows or collects to use a temple mechanic.
Role: UI/UX Designer & Art Lead
For this student project, I worked as the UI/UX Designer, where I was responsible for designing the user interface and overall user experience. I created all UI assets and defined how they would be implemented and interacted with in the game.In addition to my design role, I also served as the Art Lead, coordinating and supporting the team of artists. This included organizing workflows, providing feedback, and ensuring a consistent visual style across the project.



Crimson Curse
Oct/2024 - Feb/2025
"Crimson Curse" is a 2D Metroidvania in cartoony cellshading style, in which the player travels through a world on which a mysterious curse lies. With the help of the last Guardian, he fights his way through various biomes in order to save the Guardian who rules there. To reach him, he must explore the area and unlock further abilities to reach inaccessible sections.
Role: UI/UX Designer & Art Lead
For this student project, I worked as the UI/UX Designer, responsible for designing the user interface and shaping the overall user experience. I created the UI assets and defined how they would be implemented and interacted with in the game.I also took on the role of Art Lead, where I coordinated the team of artists, organized workflows, and ensured a consistent visual style throughout the project.Additionally, I contributed to the creation of background assets and supported the Level Design process, helping to bring the game's world to life both visually and structurally.



DJ Catatonic (48 Hour Game Jam)
Games Academy Summer Game Jam 2025
In "DJ Catatonic" you play a Cat DJ who is playing the music at a beach themed party and a Club. You try to hit the notes correctly and are trying to keep the crowd cheering and happy.
Role: 2D Environment Artist & UI/UX
In this game jam project, I worked primarily as a 2D Environment Artist, creating the visual style and assets for the game world. My focus was on bringing personality and atmosphere to the project through expressive designs and detailed environments.I also contributed to the UI, through asset creation and design, supporting the overall look and consistency of the interface with custom-made visual elements.



Withered Wode
Jan/2026 - Mar/2026
"Withered Wode" is a 2D-Platformer, in which the player controls a ferret, who is linked to a magical skull. They pick up precious flowers by navigating through cursed lands to save its habitat.
Role: Product & Team Producer, Dokumentation, Organisation, Mediation
In this student project, I worked primarily as a Producer, fostering a healthy and collaborative team environment in my Team of 9. I focused on maintaining strong team dynamicsb and ensuring a well-structured production process through regular team activities and consistent coordination across disciplines.
Communication and Dokumentation was top priority, this was slightly challenging due to the fact that most of my Team was full of beginners. However because of clear framing and planning from my part they had a guide to follow. The clear vision and planning ahead made it easier on them.




Myrkwood
Jun/2026 - Aug/2026
"Myrkwood" is a First Person 3D Atmospheric Horror Game set in a nordic world.
Your mission is to save the town by freeing it from a curse, venturing into the dark forest to gather anomalies and help the analyst.
But beware of the creature hiding in the dark.
Role: Product & Team Producer, Dokumentation, Organisation, Mediation
Assisted with 3D Prop & Environment Art
In this student project, I worked primarily as a Producer, fostering a healthy and collaborative team environment for a 13 people project. This was my first time working with a Team of 13 people which brought it's challenges. I mainly focused on maintaining strong team dynamics and ensuring a structured production process through regular team activities.Communication and Dokumentation was top priority, due to the fact that we were such a big group.
With the help of clear structures and guidelines from my part they had a smooth production of this Demo.
Testimonials
Here are statements from the people I have worked with
Leon Kever (Game/Narrative Design) :Nika is a very organised team leader who is always well prepared. Everything you need is usually already in place before you’ve even realised you need it. She adopts a very democratic management style, which means you always feel as though you have a say in decisions.
Luna Mia Rothe (Rigging & Animation, Prop Art) :You always had everything well in hand and people could simply rely on you. What I particularly appreciated was how you handled conflicts. Whenever there was stress or differing opinions, you always tried to remain calm and mediate between people without it becoming uncomfortable in any way.
Moreover, you had an open ear for everyone. No matter what topic someone brought to you, you took the time to listen and see how it could be resolved.I can only speak positively; I truly feel very lucky to have you as a producer :)
Mara Rachhals (Art Lead, 3D Environment/Prop Art) :The project got off to a very organised start. Nika had already prepared all sorts of documents in advance to provide us with clear and fair guidelines. The daily meetings were always held at fixed times and were thoroughly documented, with everyone having access to the records.In general, Nika made sure to record all documents and presentations properly and to make them as easily accessible as possible for us. She never once put herself above us, and in every decision-making process she ensured fairness through a voting procedure.
Whenever we had something on our minds, she was always there for us and took the time to ensure that we got on well together throughout our time together.If we needed help, she was always on hand and took the time to explain things ten times over, without making the person asking feel stupid. In my view, however, Nika should be allowed to put the need for harmony on the back burner in certain situations and bang her fist on the table every now and then. As far as I’m concerned,
I can’t imagine a better producer!
Céline Hoppe (Art Diraction, Character & General 3D Art) :First of all, in general, I found your work as a producer – just as in the first semester – really enjoyable, well-structured and effective at guiding the whole team smoothly through the project. Your work ensured that, even though things got a bit chaotic at times with questions about game design, we were able to follow a clear thread throughout our project and actually stick to our schedule for every milestone. I’m still impressed by how we’ve managed to do this for two semesters in a row now, and a huge amount of credit simply goes to your production work. 🙂↕️Such an amazing job, and I always find it a real pleasure working with you. 🫶
Anastasia Kupke (Environment Art) :I am glad that I was able to work under you as a producer again in the second semester. I find your organisation of tasks and the regular checking through meetings and threads very helpful, and it has also given me the feeling that I can always ask for help if I have problems. So I felt very comfortable in the team again.
All in all, I am satisfied with your work ^^
Florian Oelker (Programming Lead, Side Features & UI) :I really enjoyed working with and under Nika. She was always conscientious, dedicated and a source of motivation for the whole team.
In my role as Programme Lead, I was able to manage and allocate all tasks effectively with her help.
Nika has a very relaxed, cheerful leadership style, yet she ensures with determination that all team members work well together and address and resolve their issues directly (often under Nika’s supervision).
At no point did I feel that Nika was not up to the task; she took her workload and responsibilities seriously and managed them on her own, which, in my experience, is no mean feat!
Amy Hirschfeld (Game Design, UI/UX Design) :You took great care of everyone and immediately responded to the team's wishes :) There were no issues with you, and if you ever experienced burnout, you weren't afraid to seek help to keep things moving forward.
SO, in conclusion: I’m very happy you were a great drive and inspiration to work with ♥
Sarah Shanab (Lead Designer, Game/Level Design) :Monika is a skilled game producer with experience across multiple departments, which allows her to effectively understand and manage different aspects of game development.During my time at the S4G, I worked with Monika on 'Myrkwood', where she successfully led our team to our goal in just nine weeks. She was quick to identify potential problems, resolve team conflicts and keep the project moving forward efficiently.Her ability to stay organized, responsive and quick acting throughout production made her a valuable part of the team.
Yuki Sassin (Main Features, Gaukler AI) :With Monika as my producer, I usually always had a clear plan of what I needed to work on.
Thanks to daily meetings, a weekly wrap-up meeting and other team events, the working atmosphere was pleasant and I was always up to date with what the team was working on.
The tools she shared with us helped with time and task management. Nika is a very organised and always well-prepared team leader. Everything you need is usually already in place before you’ve even realised you need it. She has a very democratic leadership style, which means you always feel involved in the decision-making process.
Hoang My Nguyen (Tech Art, Materials, Prop Art) :I felt well looked after in your hands and always had a good overview of everything. I also thought the team bonding and retrospectives were great for making everyone feel more comfortable in the team ^^
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