Independent developer / Wilsdruff, Germany

I build worlds
you can enter.

End-to-end developer for playable narratives, API-backed archives and responsive web systems - from product concept and UI to implementation, testing and release.

2026 / SELECTED WORK01—05

SOLO
CREATIVE
DEVELOPER

MJ
DEAD LETTER
PLAYABLE NOW
WEB + WINDOWS
v1.1.0

One person, end to end.

Product strategy, UX/UI, front-end engineering, game logic, API integration, content systems, QA and launch - every digital project below was planned and implemented by me.

Scroll to explore

Technical scope / 2026

From prototype
to production.

I work across the complete product surface: requirements and information architecture, interface systems, front-end implementation, data contracts, deployment and iteration. The portfolio is intentionally project-led; each case below documents a different technical problem and its solution.

Selected work

Five ways
of making.

Different disciplines, one approach: make it real, make it usable, and follow it through.

01

Released narrative game / Godot 4

DEAD
LETTER

A production-ready, choice-driven mystery engineered in Godot 4. I designed the narrative state model, scene routing, UI component hierarchy, input handling, dialogue pacing and content pipeline. The branching graph is authored so every decision resolves deterministically while preserving a readable player experience.

  • 301 scenes / authored state graph
  • 608 decision branches / 10 terminal outcomes
  • Godot 4 / browser export + Windows release
  • Offline-first runtime / zero analytics or telemetry
Open the game ↗
ORISON / INCOMINGTHE MESSAGE
WAS NOT
MEANT FOR YOU.
v1.1.0 / web + windows
02

Live journey archive

PROJECT
AIRTAG

An API-driven location story that converts structured journey events into an explorable public map. I designed the data contract, the client-side state mapping and the presentation rules: raw tracking events are reduced to deliberate signals, countries and story entries before they become UI.

  • JSON endpoint / data-driven rendering
  • Signal, country, distance and story entities
  • Client-side aggregation / resilient empty states
  • Privacy filter between source data and public display
Follow the journey ↗
AIR
TAG
LIVE JOURNEY / A SMALL OBJECT, A BIG MAP
03

Worldwide sticker archive / live

LITTLE FELLA
EVERYWHERE

A growing, map-based archive for Little Fella stickers placed around the world. I designed the project as a playful location system with a public discovery map and a protected studio for adding verified sightings, dates and stories.

  • Interactive Leaflet world map
  • JSON API / protected editing studio
  • Location, country and sighting metadata
  • Responsive, story-led interface
Find the Fellas ↗
• ᴗ •LIL
FELLA
SPOTTEDSTICKER BY STICKER / CITY BY CITY
03

Private collection system

COLLECTION
VAULT

A custom collection-management system designed around structured inventory, fast retrieval and clear information hierarchy. I modelled the interface around metadata instead of visual clutter, allowing collection records to remain consistent as the archive grows. Its core product rule is access control: public documentation, private data and interface.

  • Custom entity and metadata architecture
  • Search-oriented information hierarchy
  • Inventory records built for maintenance over time
  • Private-by-default access boundary
Private system / no public link
PRIVATE
ARCHIVE
04

Business website / live

WERKSTATT
JAHN

A responsive local-business site built to reduce the distance between a customer question and contact. I translated workshop services and credibility signals into a mobile-first information architecture: service taxonomy, location context, contact modules and page-level conversion cues are deliberately arranged for high-intent visitors.

  • Responsive semantic front-end
  • Service taxonomy + conversion journey
  • Mobile-priority contact and navigation states
  • Local trust signals and discoverability
Visit website ↗
WERKSTATT
JAHN

FREIE KFZ-WERKSTATT
WILSDRUFF

05

Completed photography archive

ANALOG
35MM

A completed roll-first archive for analog photography. I designed the information model around rolls, exposures and technical metadata so that sequence context is preserved instead of treating each image as an isolated file. The public interface consumes the archive data while this portfolio intentionally keeps the photos abstract.

  • Roll, exposure and metadata schema
  • API-backed archive and detail views
  • Sequence-aware information model
  • Privacy-aware presentation layer
View the archive ↗
010203
35MM / ARCHIVE / COMPLETE

Profile

Independent by
design.

I am Max Jahn, a developer and creator working across games, interfaces and digital systems. I like work with a clear point of view: it should feel good, work properly and have a reason to exist.

Alongside independent work, my background includes a 3rd-place CanSat Germany student-team result and projects in education, science and creative technology.

DEAD LETTER
Released game
CanSat Germany
3rd place
German / English
Native / fluent
LinkedIn profile ↗

Available for conversations

Have a project
worth making?

Get in touch ↗
max-jahn.2210@web.de+49 176 81201241