Splash Damage, Bromley | since 2018
Please be aware that due to NDAs the information I can give about my work on some projects might be less detailed.
Unannounced Title | since 2019
On my current project my responsibles lie within shaping the style of the VFX, assessing new software and integrating approved ones into our workflow, working cloesly together with all departments to make sure the game gets the best VFX our team can offer and all needs will be fulfilled.
Unannounced prototype | 2019
A prototype I helped to build from the very beginning as the only VFX artist on the team. This was a very exciting opportunity for me to hone my skills in the regards of helping the art lead to find the fitting VFX style, as well as being adaptive to a fast environment where the game design department explores in different directions to find the best feel for the prototype.
To make sure the process gets documented properly a style guide, VFX pillars, best practices, setup pages and many, many more were written.
To make sure the process gets documented properly a style guide, VFX pillars, best practices, setup pages and many, many more were written.
Cancelled Title | 2018
The VFX people for this project came relatively late in the process which meant there were new communication chains to be build to make sure every department in need got support from us.
This project offered many exciting learning opportunities for me since I got introduced to a new engine and arriving at a new studio, there were different workflows, ways of planning and documenting which was very interesting to me to build my skills on a wider spread experience base.
This project offered many exciting learning opportunities for me since I got introduced to a new engine and arriving at a new studio, there were different workflows, ways of planning and documenting which was very interesting to me to build my skills on a wider spread experience base.
YAGER Interactive, Berlin | 2014 - 2018
Dreadnought | 2014 - 2018
Dreadnought puts you in command of massive capital ships for tactical, team-based warfare in space and across the skies of different planets.
It is free-to-play and available on PC and PS4. Currently in open beta. Developed in Unreal Engine 4.
As one of three responsible VFX Artists I got the opportunity to work in all fields of duties we needed for the game. From FX for the ships such as thrusters, shields, special abilities and weapons to environmental FX as waterfalls, oceans and extra set pieces for maps I've worked on quite a lot of different tasks with different requirements.
So far I've worked with particles, blueprints, shaders and much more. Since Dreadnought is a multiplayer game with maximum 16 players I know how to keep an eye on performance and work closely with other departments of the company to make sure we deliver the best game we can.
Also I like to keep my work clean and track the time I spend on work to be sure to finish things. I am a big fan of planning, organisation and communicate with the team such as my Art Lead or producers.
It is free-to-play and available on PC and PS4. Currently in open beta. Developed in Unreal Engine 4.
As one of three responsible VFX Artists I got the opportunity to work in all fields of duties we needed for the game. From FX for the ships such as thrusters, shields, special abilities and weapons to environmental FX as waterfalls, oceans and extra set pieces for maps I've worked on quite a lot of different tasks with different requirements.
So far I've worked with particles, blueprints, shaders and much more. Since Dreadnought is a multiplayer game with maximum 16 players I know how to keep an eye on performance and work closely with other departments of the company to make sure we deliver the best game we can.
Also I like to keep my work clean and track the time I spend on work to be sure to finish things. I am a big fan of planning, organisation and communicate with the team such as my Art Lead or producers.
Games Academy, Berlin | 2012-2014
Yours truly, - My favourite student project | 2013
"Yours truly," is a 3D art project, as well as a war analogy, about two strange shadows being too different to live at each others side despite the fact of wanting it.
My tasks:
I was the Tech and VFX Artist and responsible for all particle effects, modeling, rigging and animating the flowers and modeling of some environment assets.
You can download it here: http://www.games-academy.de/home/projekte.html
My tasks:
I was the Tech and VFX Artist and responsible for all particle effects, modeling, rigging and animating the flowers and modeling of some environment assets.
You can download it here: http://www.games-academy.de/home/projekte.html