PROCEDURAL & TECHNICAL ARTIST
Profil
As a Procedural and Technical Environment Artist, I specialise in research and the development of innovative tools and pipelines for game production. My role encompasses technical art, shader development and procedural modelling, where I create solutions that streamline asset creation and enhance workflow efficiency. My academic background, which includes a degree in Mediainformatics and Interactive Entertainment from Mittweida University, has equipped me with the necessary skills to contribute to a wide range of projects. From early-stage game design at NUKKLEAR to leading environment and lighting work in large-scale university projects, and research and development in VR and procedural techniques as a research assistant, I have a proven ability to work on diverse projects. At Ubisoft, I further refined my expertise by developing artist-focused tools for open-world creation, integrating platforms such as Houdini, Unity, Unreal, Blender, and Maya. I utilise my multidisciplinary experience to bridge creative vision with technical optimisation in the industry and develop more for games and softwares.
PERSONAL SKILLS
My focus on pipelines, procedural modelling and shader/material creation led me to my expertise to enhance 3D modeling and visual rendering capabilities. I have highlighted this work on my artstation
Work Experience
2024 - 2024
Role: Technical Artist Assistant
Cusotomer: Ubisoft
Tasks:
I developed artist-focused tools and contributed to a PDG-based world pipeline to support open-world creation. These Houdini and Python tools, integrated in the game engine and performance optimised, allowed environment population and enabled artists to build assets into the world with procedurally driven, customizable tools while ensuring high performance and rapid iteration.
performance and rapid iteration
2023 - 2023
Role: Research Assistant
Cusotomer: University of Applied Sciences Mittweida
Tasks:
I participated in the three-year VR Research Project "Mimir," showcased at HCI International 2023 in Denmark. My role involved project and technical management, engine optimizations, and team coordination, while gaining experience in procedural generation, shaders, and VFX in Unity and Houdini.
2021 - 2023
Role: Lead Environment & Lighting Artist
Cusotomer: beta Mittweida
Tasks:
I occupied a leadership position in a large-scale university project involving 60 students working together on a Unity game over the course of two semesters. I was the lead Technical Artist in the Engine department, focusing on shaders, level design, lighting and helping faciliate communications between artists and programmers
2021 - 2023
Role: Pre-Production Technical Game Designer
Cusotomer: NUKKLEAR
Tasks:
I contributed to the early development of the hack-and-slash game Fog & Silver, collaborating on mechanics, level design, and documentation from concept to prototyping
PROCEDURAL & TECHNICAL ARTIST
Profil
As a Procedural and Technical Environment Artist, I specialise in research and the development of innovative tools and pipelines for game production. My role encompasses technical art, shader development and procedural modelling, where I create solutions that streamline asset creation and enhance workflow efficiency. My academic background, which includes a degree in Mediainformatics and Interactive Entertainment from Mittweida University, has equipped me with the necessary skills to contribute to a wide range of projects. From early-stage game design at NUKKLEAR to leading environment and lighting work in large-scale university projects, and research and development in VR and procedural techniques as a research assistant, I have a proven ability to work on diverse projects. At Ubisoft, I further refined my expertise by developing artist-focused tools for open-world creation, integrating platforms such as Houdini, Unity, Unreal, Blender, and Maya. I utilise my multidisciplinary experience to bridge creative vision with technical optimisation in the industry and develop more for games and softwares.
PERSONAL SKILLS
My focus on pipelines, procedural modelling and shader/material creation led me to my expertise to enhance 3D modeling and visual rendering capabilities. I have highlighted this work on my artstation
Work Experience
2024 - 2024
Role: Technical Artist Assistant
Cusotomer: Ubisoft
Tasks:
I developed artist-focused tools and contributed to a PDG-based world pipeline to support open-world creation. These Houdini and Python tools, integrated in the game engine and performance optimised, allowed environment population and enabled artists to build assets into the world with procedurally driven, customizable tools while ensuring high performance and rapid iteration.
performance and rapid iteration
2023 - 2023
Role: Research Assistant
Cusotomer: University of Applied Sciences Mittweida
Tasks:
I participated in the three-year VR Research Project "Mimir," showcased at HCI International 2023 in Denmark. My role involved project and technical management, engine optimizations, and team coordination, while gaining experience in procedural generation, shaders, and VFX in Unity and Houdini.
2021 - 2023
Role: Lead Environment & Lighting Artist
Cusotomer: beta Mittweida
Tasks:
I occupied a leadership position in a large-scale university project involving 60 students working together on a Unity game over the course of two semesters. I was the lead Technical Artist in the Engine department, focusing on shaders, level design, lighting and helping faciliate communications between artists and programmers
2021 - 2023
Role: Pre-Production Technical Game Designer
Cusotomer: NUKKLEAR
Tasks:
I contributed to the early development of the hack-and-slash game Fog & Silver, collaborating on mechanics, level design, and documentation from concept to prototyping