Biotope - 2012-present
In 2012 I started working at MBL Development UG as lead artist for the aquarium simulation
Biotope.
- Modeling, rigging and animation of the lifeforms
- Outsourcing management
Spec Ops: The Line - 2008-2012
I worked at Yager Development GmbH an environment artist for the
third-person shooter Spec Ops: The Line.
- Working on levels through all phases of the production, using the Unreal Editor
- Texturing and modeling of assets
Screenshots
Treasure Island - 2007
I was lead artist and art director for this 3D Point & Click Adventure at Radon Labs GmbH.
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:
- Designing, modelling and texturing of many of the environments.
- Planning and sceduling the art tasks
- Creating the lighting and mood for all locations using lightmaps, realtime shadows and post effects.
- Additional animation planning
- Outsourcing of the character models and textures
- 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 GmbH to work on the fantasy roleplaying game 'Drakensang'.
The game was created using Radon Labs Nebula Toolkit for Maya.
- Texturing and modeling landscapes and buildings
- SpeedTree workflow integration and plant creation
- Creation of grass libraries for the procedural grasshader and terrain painting
- Additional character modelling and character rigging
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.
- Texturing, modeling of assets and the background environment
- Character animation
- Additional rigging and testing motioncapture integration
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.
- Texturing, modeling of the characters
- Character rigging and animation
- Developed a pipeline to transfer motioncapture animation from Character Studio to a Maya rig
Animations
Tailchaser & Evoker
From 1991 to 1996 I created some background graphics for two Jump and Run Games using Deluxe Paint on Amiga, Atari and PC Computers
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