Coming from modding the game "Lord of the Rings -Battle for Middle Earth II" in my teenage years, I decided to make my passion and hobby my professional career. I started a study at the SAE Institute in Stuttgart back then, learning 3D Art and Animation. After some time in Freelancing, 2016, I got employed by ICAROS in Munich first as a traditional 3D Artist. Quickly I discovered the gains of using code in my work and developed my skill set more and more into the direction of Technical Art. End of 2019, starting with the Corona pandemic, I enlarged my horizon to Houdini, mainly for procedural generation and Terrains. 2021 This brought me to Klang Games as a Technical Artist, enjoying new challenges. Writing Tools with Python standalone, in Maya or Houdini; Tooling in C# for Unity; Vex in Houdini; Shaders in HLSL for Unity; In all those Areas, code helps me achieve my goals.
Over my career as a Technical Artist, though, I learned that communication stands above all. Being a bridge that helps both technical people and artists, taking responsibility and workload from both sides is what makes a good Technical Artist.
Art-Tool Development, Asset Pipeline Development, Animation Pipeline Tools, and Support Artists to do their work. Architecting and developing pipelines and workflows and working closely with art direction and production to create a product-facing roadmap and tasks for the other technical artists. On top of that comes People Management for the different technical artists and maintaining the technical art vision for the company.
Art-Tool Development, Asset Pipeline Development, Animation Pipeline Tools, Support Artists to do their work. Architecting and developing Pipelines and Workflows as well as working closely with Art Direction and Production to create a product facing roadmap and tasks for the other Technical Artists
Art-Tool Development, Asset Pipeline Development, Animation Pipeline Tools, Support Artists to do their work.
Developing Pipeline tools and Shaders. Defining workflows, rigging