I am a highly focused creator, dedicating all my ideas and energy to the projects I am working on. Always aiming to get the best result with the given set of resources, I must always grow better and extend my skills to enable new and exciting possibilities for creativity.
I am continuously thinking, creating and planning. I'm constantly dreaming up new designs, concepts, creatures, worlds. I create, alone or as part part of a diverse team that really wants to achieve things. I am looking for a challenge to pushe my abilities to the edge and beyond. That is how I grow as an artist.
I have been working professionally as a 2D/3D Graphic Artist, Lead Artist and Art Director since 2007. Since then I had many different responsibilities on many different projects allowing me to build a strong background in technical art as well. I always provide fast and professional high quality work in a wide range of visual styles.
Working on the Game "Orbital Bullet" to redefine the art-style and create game assets.
I have been responsible for art production and art direction for the upcoming roguelike game "Lethal Running" (http://www.lethalrunning.com) I reworked existing assets (everthing but in-game character assets) produced a new style and visual look and added to the existing world by creating new and unique assets for the game.
I was hired by Zauberberg Medien GmbH to help them with their Proof of Concept in 2016. The game concept received successful funding in 2018 and is now in pre-production. Goal is to produce a workable Alpha version for customer demonstration and further funding.
I did alost all of the art assets for the game. For the trailer as well as for the actual game prototype. Asset production is fully 3D in the Unity 3D game engine, which made developing a lot of new shaders and visual components necessary. Which was also in my responsibility.
I have been hired by Team Andrecca to work on the pixel art Logo, Title Screen and UI for their current game. The game has been picked up by the developers just recently with some serious budget efforts. Right now I am redoing most of the ingame assets.
More information on the project can be found at https://teamandrecca.com/ and http://www.indiedb.com/games/andrecca-adventures/news
I was hired by Michael Gray (Game Director) to do the visual development and asset production for his game "Tank Shot Commandos". The game revolves around a multiplayer top down arcade tank battle and is set in a sci-fi scenario
After finishing the game prototype "Chubby Floating Islands", I was assigned to the graphics team. Since the company is currently restructuring all processes regarding innovation management. At the moment I am responsible for creating artworks for games and marketing purposes as well as maintaining Alienbrain as our workflow management tool. In addition I am doing research projects to evaluate new software solutions. The latest project in this sector has been Blender 3D ans Maya LT usability research. My main responsibilities at the moment are: art directior 3D, graphic design Lead, UI design Lead, video cut and editing supervisor.
After pitching an idea for a game to our internal development team, the pitch got approved. I then was assigned two colleagues to work with. Our task was a bit daunting: create a game ready for release as alpha within 7 months. I had been assigned Game Director for the project. My colleagues were a programmer and a game designer. So I had been left with game art creation, project management and budgeting. Since our workforce was limited, we hired a freelance sound designer and two freelance artists for additional pixel-art. The game client was created in Unity3D, as a server solution we decided to go with SmartfoxServer X2. After a initial period to work the core team into Unity and C# we started the development. Client development was split between me and our game designer, server connectability and server code was done by our programmer. After that it was working on development and improving upon our initial game-design to integrate feedback from our first internal tests. The project went really well. We manged to get through with next to no crunch time. We didn't burst our budget. It just got a bit narrow for the final milestone, since we really were into the whole project and wanted to cram in as much content as possible. Three guys and a budget of under 10k€. The result was released in February 2014 at cfi.cipsoft.com
As Senior Graphics Artist i an tasked with a wide variety of responsibilities, that change on project basis. Those tasks include creating high quality artwork for pre-visualization and advertisement purposes. In addition I am responsible for designing and creating high quality game art assets for both 2D and 3D game environments.
An important aspect of my daily work is designing new asset pipelines and improve on existing ones by providing new tools, evaluation solutions and software suites and integrating those into our workflow.
I am giving advice on the structure and design of new projects, both in pre-production and during production, to make sure that a consistent and clean design and workflow is applied to the actual production process. I am to provide insights into technical challenges and provide the team with solutions for that specific project.
After already having many responsibilities of a project manager (the position is called Product Manager at CipSoft) i decided to take on the challenge when a position as PM became available. Being the art director of the project and considering the team size of 10 full-time team members, the lead project manager decided to leave all art directing and graphics team related responsibilities on my side. My daily tasks shifted away from art asset production to team management. In addition I had already become proficient with Actionscript3. So I also had to fill a larger role in game client programming. Those tasks where split between our main client programmer and me. He handled the server communication and storage design, I handled animation, graphics and UI related implementation tasks. Fiction Fighters released in Q3 2012. After an initial surge of players it sadly became apparent that the project could not create long term success without additional investments in team size. The company was not ready to make those investments, since the project itself was of a highly experimental and innovative nature. There was no guarantee for success. Accordingly, the project was cancelled in late November 2012.
Being still employed for Fiction Fighters, my task list expanded when we started hiring additional artists and bringing in interns to help out in asset production. In Addition, we started developing our web frontend in Adobe Flash. Being new to Flash i worked into the animation side of things and started to make progress with Actionscript 3. At the end of that work period i was teamlead graphics for Fiction Fighters. We were a team of three full-time graphics artists and several interns. I managed asset production planning, switched the management tool for the graphics team from SVN to Alienbrain and was in general responsible for directing and managing the team. I also reported to our project manager, gave estimations for planning and helped the Project manager by giving insight into workflow processes and pipeline related challenges. In addition, all art directing responsibilities also lay on my side.
I was hired to develop the art style and content production pipeline of the product Fiction Fighters. The project aimed at generating an online comic book allowing for social interaction as well as competitive and cooperative play. At that time, I was the only 3D artist at the project and held all responsibilities of the job. I developed early previs-concepts and style-guides, created in-game characters for testing out various functional concepts and created environments for display in the first game prototypes. In addition, I started developing our first in-house tools for facilitating our planned workflow.