Spec Ops: The Line - 2008-present
Late 2009 I started working at Yager Development GmbH as a Senior Environment Artist for
the third person military shooter Spec Ops: The Line.
I work on Levels through all phases of the production, using the Unreal Engine
Treasure Island - 2007
I was Lead Artist and Art Director for this 3D Point & Click Adventure at Radon Labs.
We had a small team with a changing number of 4 - 9 Artists with a production time of about a year.
I had the following responsibilities:
- Planning and sceduling the art tasks
- Designing, modelling and texturing of most of the environments.
- Outsourcing of the character models and textures
- Creating the lighting and mood for all locations using lightmaps, realtime shadows and post effects.
- Additional animation planning
- Character rigging and skinning
- Workflow integration for adapted character animation, animated environment, and camerapaths
Showreel Treasure Island Environment
The Dark Eye - Drakensang - 2006-2008
2006 I joined Radon Labs to work on the Fantasy-Roleplaying game Drakensang.
I worked as an environment artist, texturing and modelling buildings,
dungeons and landscapes, but did also some charactermodelling and rigging.
I created the SpeedTrees and took care about its workflow. I also created most
of the grass libraries,
we used with the procedural grasshader.
The game was greated using Radon Labs inhouse engine Nebula.
I will add some screenshots in the future
Singles 2 & Kiss before Midnight - 2004-2005
From may 2004 until october 2005 I worked at Rotobee Realtime 3D GmbH for the Romance and Lifestyle Simulations
"Singles 2 - Triple Trouble" and "Kiss before Midnight".
The use of the rotobee engine was demanding, but therefore it featured powerful realtime lighting and dynamic lightmaps for the interior parts of the game.
I modeled and textured several props and the surrounding environments. I also created a lot of character animations by hand, and reworked the character rigs for "Kiss before Midnight" and worked on a workflow
to transfer motioncapture animation from Motionbuilder onto the rig.
Screenshots
Animations
Velvet Assassin / Sabotage 1943 - 2002-2003
Early 2002 I started working at Powderworks GmbH for an early version of Velvet Assassin,
a tactical 3D shooter, which was then named "Sabotage 1943".
The game was released by Replay Studios in 2009.
I modeled, textured and rigged the characters of the demo, and did the animation.
Therefore I established a pipeline, where the mocap animations were transferred from Character Studio to a Maya rig with the FBX Plugin for further editing and keyframing.
Animations
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