Bavarian 3D-Artist with experience in hard surface modeling, environment art, prop art, product rendering, animation and lighting. I am comfortable with both PBR and stylized texturing (met / rough or spec / gloss) and know how to bring assets from sketch to in-engine implementation.
Studied Game-Art and Animation (MultiMediaArt) at Salzburg University of Applied Sciences from 2019-2022 (BA; pass with distinction)
I'm part of the Central Content Team and responsible for the creation of new items in both the seasonal battle passes, aswell as the ingame store of The Finals. My main task is to create weapon skins, weapon charms and other props that are required for each season.
The pipeline ranges from the ideation and sketching phase of new items, all the way to in-engine implementation.
My responsibilities here covered various aspects of game development. I handled the ideation and creation of puzzles, level environments, and organic/hard-surface props. This included the implementation of new content on game-engine level.
Besides Game-Art stuffs, I did lighting and rendering when it comes to promotional visuals for trailers or Steam community visuals.
On a very rare occasion I also got to do some in-engine C# programming or UE Blueprint magic aswell.
This position initially started as an internship during my university studies, and seamlessly developed into a full-time position afterward.
Primary focus of my degree was Game-Art & animation, secondary focus on communication/media design and traditional cinematography.
The MultiMediaArt programme at FH Salzburg is branched into multiple interdisciplinary areas. During my studies, cooperation between the branches was encouraged and allowed me to gather valuable insights into the work and thought process of audio people, filmmakers and media artists.