My name is Victor Karp, I'm currently working in Essen, Germany as Lead Level Artist at Piranha Bytes.

I started creating levels for Quake 3 Arena in 2006 as a hobbyist and am working at Piranha Bytes since 2012, where I have completed an apprenticeship as Digital Media Designer.

Shipped games

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 new projects with Unreal Engine 4.


since May 2015
Lead Level Artist at Piranha Bytes

February 2015
Level Artist at Piranha Bytes

January 2015
Completed the training as digital media designer

November 2013 - January 2014
Lecturer 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

Started making levels for Quake III and learned using Unreal Engine 2.5, Source Engine and idTech4