Software and Engines
My current asset pipeline consists of Blender for all modeling related tasks and minor sculpting tasks, zBrush for larger sculpting tasks and Substance Painter and Photoshop for texturing. I have 5 years of experience with 3ds Max, have been using Mudbox in the past for sculpting and texturing and Quixel's nDo/dDo for texturing.
I'm working with idTech3 (Quake 3 Engine) and the Source Engine since 2006. By creating levels for Quake 3 Arena, Half-Life 2 Deathmatch and Counter-Strike I have gained experience in multiplayer level design and many aspects of level design in general. I have been tinkering around with idTech4 (Doom 3) and Unreal Engine 2.5 and 3 in the past and am currently working on an Unreal Tournament level in Unreal Engine 4.
Vitasince May 2015Lead Level Artist at Piranha Bytes February 2015Level Artist at Piranha Bytes January 2015Completed the training as digital media designer November 2013 - January 2014Lecturer at the SAE Institute Bochum for lowpoly asset creation in 3ds Max August 2012
Started apprenticeship as digital media designer while working as Level Artist at Piranha Bytes April 2012 - July 2012
Internship as Level Artist at Piranha Bytes 2006
Started making levels for Quake III and learned using Unreal Engine 2.5, Source Engine and idTech4