Lead Researcher
About Timm
Lifelong gamer, indie developer, systems thinker, world builder, and founder of HollowLabs.
Where It Started
My journey started when I was seven years old and my parents gave me my first computer, a 386 PC. I already loved playing games on consoles, but on that computer one of the games I remember most was Lemmings. It was simple, clever, and full of systems to understand.
But playing games was never enough for me. I always wanted to know how they worked.
Before There Was HollowLabs, There Were Editors
My game development path started with map editors and modding tools. Before I truly played StarCraft, I was already experimenting with its editor. I created maps and scenarios, shared them on Battle.net, and received feedback from players. That feedback was incredibly motivating.
I also created maps for Warcraft II, Age of Empires, and later Age of Empires II.
Then came the era of Warcraft III. Before finishing the campaign or playing much online, I was already deep inside the editor, building my first custom maps. Tower defenses, hero defenses, fun maps, experiments — I loved creating systems and watching how players interacted with them.
With The Frozen Throne, community tools and editor extensions opened even more possibilities. I got deeper into the modding community and created more complex maps and mechanics.
Systems, Worlds, and Coherence
What fascinated me most was never only the map itself. It was the mechanics behind it.
I loved creating systems, testing interactions, balancing ideas, and finding ways to make gameplay, theme, flair, and art direction feel connected.
I was always drawn more toward world building and coherence than detailed scripted storytelling. I wanted the world, the mechanics, and the atmosphere to feel like they belonged together — so players could create their own stories inside them.
Games Are Better Together
Many of my maps and mods were played and tested by friends. That shaped how I think about games.
A game is not only a system. It is a shared experience. The best moments often come from playing together: testing, failing, laughing, winning, breaking things, fixing them, and trying one more round.
Those memories are the reason HollowLabs exists.
Neverwinter Nights and Beyond
Later, after playing a lot of Neverwinter Nights on community servers, I created my own Neverwinter Nights 2 server. It was another way to build worlds, create custom content, and share experiences with players.
Over time, friends encouraged me to get deeper into programming. I started working heavily with C#, both professionally and creatively. That naturally led me to Unity, where I experimented with prototypes, networking, gameplay systems, and small game concepts.
HollowLabs Today
Today, HollowLabs is where those decades of maps, mods, systems, experiments, and shared memories continue.
The current project, Dwellers of War, brings together many of the ideas I loved creating in StarCraft, Warcraft III, and other modding communities — but now as a complete game.
For me, making games has never been about chasing trends. It is about curiosity. It is about mechanics and worlds. It is about creating something worth playing together.