Growing Developer and Researcher for Video Games, IT, procedural methodology and mathematics.
Aktualisiert am 10.03.2025
Profil
Freiberufler / Selbstständiger
Remote-Arbeit
Verfügbar ab: 10.03.2025
Verfügbar zu: 70%
davon vor Ort: 40%
Agile Softwareentwicklung
academic writing and research
graphic ux design
game development
procedural tool development
pipeline development
houdini
unity
blender
3d modelling
technical art
academic proofreading
research
analysis
carrd
Grafik Design
Unity Shader
Prozedurales
Mathematik
Python
c#
QA Testing
Testing
German
English
C2
French
B2
Dutch
A1

Einsatzorte

Einsatzorte

Dresden (+50km) Berlin (+50km) Hoyerswerda (+50km) Leipzig (+50km) Chemnitz (+50km)
Deutschland
möglich

Projekte

Projekte

4 months
2024-12 - 2025-03

Bachlor Thesis

Thesis Writer, Tool Developer academic research academic writing research ...
Thesis Writer, Tool Developer

  • Literature Review and Research Design
  • Comprehensive communication with professor
  • Procedural Prototype Tool Development
  • Pipeline Integration
  • Data Analysis and Synthesis
  • Documentation and Visualization
  • Expert Interviews and Prototype Evaluation


Bachlor Thesis on Tool Development for Armours in Video Games Thesis
academic research academic writing research development tool development python houdini documentation
University of Applied Sciences Mittweida
6 months
2024-02 - 2024-07

Ubisoft Technical Artist Assistant

Technical Artist Assistant, Procedural Artist, Documentation Writer, Tool Development for World Pipeline C# Vex Python ...
Technical Artist Assistant, Procedural Artist, Documentation Writer, Tool Development for World Pipeline

  • Developed artist-focused tools integrated into a PDG-based world pipeline for open-world creation,
  • utilized Houdini and Python to optimize performance and facilitate environment population,
  • communicate with artists and game designers ,
  • keep documentation updated

NDA Project
C# Vex Python Houdini Blender Unity Unreal Substance Painter Game Development UX Testing Tool development
Ubisoft Paris
2 years 1 month
2021-08 - 2023-08

VR Research Project "Mimir"

Research Assistant, VR Unity Developer, Database Manager, Project Manager VR research shader and VFX development project management. ...
Research Assistant, VR Unity Developer, Database Manager, Project Manager

  • Managed project and technical aspects, 
  • optimized game engine performance, 
  • coordinated team efforts, and contributed to procedural generation, 
  • shader development, and VFX creation in Unity and Houdini,
  • wrote academic publication
  • handled publication management and conference

A VR Office Applying Modern Search and Filter Concepts for Knowledge Workers Virtual Reality Office VR & AR
VR research shader and VFX development project management. python research VR & AR game development
University of Applied Sciences Mittweida
2 years 1 month
2021-02 - 2023-02

Fog & Silver

Pre-Production Technical Game Designer Game design level prototyping collaborative documentation ...
Pre-Production Technical Game Designer

  • Contributed to early development stages of the video game including concepts, designs, mechanics and story, 
  • collaborating on game mechanics, level design, 
  • and comprehensive documentation from concept through prototyping
  • communication with different departments and levels within the company
  • preparation and presenting of project to clients and publishers

Fog & Silver
Game design level prototyping collaborative documentation communication
NUKKLEAR

Aus- und Weiterbildung

Aus- und Weiterbildung

4 years 8 months
2020-08 - 2025-03

Mediainformatics and Interactive Entertainment

Bachlor of Science, University of Applied Sciences Mittweida
Bachlor of Science
University of Applied Sciences Mittweida
  • research and innovation in the fields of games and interactive entertainment
  • curriculum focused on practical industry collaborations
  • interactive software, website, database, games and app development
  • technical, vfx and procedural art
  • game design, communication and project management

Position

Position

PROCEDURAL & TECHNICAL ARTIST

Kompetenzen

Kompetenzen

Top-Skills

Agile Softwareentwicklung academic writing and research graphic ux design game development procedural tool development pipeline development houdini unity blender 3d modelling technical art academic proofreading research analysis carrd Grafik Design Unity Shader Prozedurales Mathematik Python c# QA Testing Testing

Aufgabenbereiche

Technical Design & Pre-Production
Fortgeschritten
Tool & Plugin Development
Fortgeschritten
Technical Documentation & Research
Fortgeschritten
Technical Development and Documentation
Fortgeschritten
Software Development and Scripting
Fortgeschritten
Team Collaboration and Leadership
Fortgeschritten
Project & Technical Management
Fortgeschritten
Shader & Lighting Development
Fortgeschritten

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

  • Self-Organization and Initiative
  • Team Collaboration and Leadership
  • Interpersonal Communication
  • Effective Departmental Communication
  • Passionate Commitment
  • Creativity and Problem-Solving

HARD SKILLS
Houdini
I specialise in procedural modeling, pipelines and VFX, the "LowPoly Planet" being one example of creative solutions to digital content creation. I am proficient in creating pipelines and artist-driven tools between Houdini, Unity, Unreal or Blender.

Unity and Unreal
My profiency lies in shader development (ShaderGraph and HLSL), having focused on Render Pipelines, lighting, VFX, and performance optimization. My skill set includes C# programming, tool development, and game creation. Notable projects include beta, Stargate Shaderpack, "Mimir," "Neon Nexus," and several Gamejam projects. My focus in Unreal extends to Environments, though my journey is in its early stages 

Software Development
I've honed extensive C# and Java programming skills, working with advanced plugins, while also gaining expertise in web-, app and engine development during my 4 year work and academic journey. Exemplary projects are ?Mimir? and ?Neon Nexus?.

Blender and Maya

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

Programmiersprachen

C#
Experte
Python
Fortgeschritten
VEX
Fortgeschritten
HTML
Experte
CSS
Fortgeschritten
C
Basics
Java
Fortgeschritten

Branchen

Branchen


Einsatzorte

Einsatzorte

Dresden (+50km) Berlin (+50km) Hoyerswerda (+50km) Leipzig (+50km) Chemnitz (+50km)
Deutschland
möglich

Projekte

Projekte

4 months
2024-12 - 2025-03

Bachlor Thesis

Thesis Writer, Tool Developer academic research academic writing research ...
Thesis Writer, Tool Developer

  • Literature Review and Research Design
  • Comprehensive communication with professor
  • Procedural Prototype Tool Development
  • Pipeline Integration
  • Data Analysis and Synthesis
  • Documentation and Visualization
  • Expert Interviews and Prototype Evaluation


Bachlor Thesis on Tool Development for Armours in Video Games Thesis
academic research academic writing research development tool development python houdini documentation
University of Applied Sciences Mittweida
6 months
2024-02 - 2024-07

Ubisoft Technical Artist Assistant

Technical Artist Assistant, Procedural Artist, Documentation Writer, Tool Development for World Pipeline C# Vex Python ...
Technical Artist Assistant, Procedural Artist, Documentation Writer, Tool Development for World Pipeline

  • Developed artist-focused tools integrated into a PDG-based world pipeline for open-world creation,
  • utilized Houdini and Python to optimize performance and facilitate environment population,
  • communicate with artists and game designers ,
  • keep documentation updated

NDA Project
C# Vex Python Houdini Blender Unity Unreal Substance Painter Game Development UX Testing Tool development
Ubisoft Paris
2 years 1 month
2021-08 - 2023-08

VR Research Project "Mimir"

Research Assistant, VR Unity Developer, Database Manager, Project Manager VR research shader and VFX development project management. ...
Research Assistant, VR Unity Developer, Database Manager, Project Manager

  • Managed project and technical aspects, 
  • optimized game engine performance, 
  • coordinated team efforts, and contributed to procedural generation, 
  • shader development, and VFX creation in Unity and Houdini,
  • wrote academic publication
  • handled publication management and conference

A VR Office Applying Modern Search and Filter Concepts for Knowledge Workers Virtual Reality Office VR & AR
VR research shader and VFX development project management. python research VR & AR game development
University of Applied Sciences Mittweida
2 years 1 month
2021-02 - 2023-02

Fog & Silver

Pre-Production Technical Game Designer Game design level prototyping collaborative documentation ...
Pre-Production Technical Game Designer

  • Contributed to early development stages of the video game including concepts, designs, mechanics and story, 
  • collaborating on game mechanics, level design, 
  • and comprehensive documentation from concept through prototyping
  • communication with different departments and levels within the company
  • preparation and presenting of project to clients and publishers

Fog & Silver
Game design level prototyping collaborative documentation communication
NUKKLEAR

Aus- und Weiterbildung

Aus- und Weiterbildung

4 years 8 months
2020-08 - 2025-03

Mediainformatics and Interactive Entertainment

Bachlor of Science, University of Applied Sciences Mittweida
Bachlor of Science
University of Applied Sciences Mittweida
  • research and innovation in the fields of games and interactive entertainment
  • curriculum focused on practical industry collaborations
  • interactive software, website, database, games and app development
  • technical, vfx and procedural art
  • game design, communication and project management

Position

Position

PROCEDURAL & TECHNICAL ARTIST

Kompetenzen

Kompetenzen

Top-Skills

Agile Softwareentwicklung academic writing and research graphic ux design game development procedural tool development pipeline development houdini unity blender 3d modelling technical art academic proofreading research analysis carrd Grafik Design Unity Shader Prozedurales Mathematik Python c# QA Testing Testing

Aufgabenbereiche

Technical Design & Pre-Production
Fortgeschritten
Tool & Plugin Development
Fortgeschritten
Technical Documentation & Research
Fortgeschritten
Technical Development and Documentation
Fortgeschritten
Software Development and Scripting
Fortgeschritten
Team Collaboration and Leadership
Fortgeschritten
Project & Technical Management
Fortgeschritten
Shader & Lighting Development
Fortgeschritten

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

  • Self-Organization and Initiative
  • Team Collaboration and Leadership
  • Interpersonal Communication
  • Effective Departmental Communication
  • Passionate Commitment
  • Creativity and Problem-Solving

HARD SKILLS
Houdini
I specialise in procedural modeling, pipelines and VFX, the "LowPoly Planet" being one example of creative solutions to digital content creation. I am proficient in creating pipelines and artist-driven tools between Houdini, Unity, Unreal or Blender.

Unity and Unreal
My profiency lies in shader development (ShaderGraph and HLSL), having focused on Render Pipelines, lighting, VFX, and performance optimization. My skill set includes C# programming, tool development, and game creation. Notable projects include beta, Stargate Shaderpack, "Mimir," "Neon Nexus," and several Gamejam projects. My focus in Unreal extends to Environments, though my journey is in its early stages 

Software Development
I've honed extensive C# and Java programming skills, working with advanced plugins, while also gaining expertise in web-, app and engine development during my 4 year work and academic journey. Exemplary projects are ?Mimir? and ?Neon Nexus?.

Blender and Maya

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

Programmiersprachen

C#
Experte
Python
Fortgeschritten
VEX
Fortgeschritten
HTML
Experte
CSS
Fortgeschritten
C
Basics
Java
Fortgeschritten

Branchen

Branchen


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