Hey there!

 

I’m a Lead & Senior Technical Artist with over a decade of experience in game development. My journey started as a teenager modding Battle for Middle-Earth II, not realizing that those late-night experiments would turn into a career spent building tools, pipelines, and technical systems for large-scale games.

I began in classic 3D art, characters, environments, animation, before falling in love with shaders and eventually discovering my true niche: Tools, Pipeline Architecture, and solving production bottlenecks. I’ve spent the last years bridging disciplines, building reliable pipelines, and making teams faster, happier, and more effective.

In my current role at Klang Games, I've had the opportunity to develop multiple codebases from scratch and expand existing ones.

One of my proudest accomplishments is designing and implementing a full asset delivery and integration pipeline for an MMO simulation game, end to end, from content creation workflows to final in-engine delivery.

 

Before Klang, I wore many hats at ICAROS GmbH: building VR-ready shaders, procedural environment systems, modular pipelines, and managing artists as an Art Lead.

 

My toolkit spans across Maya, Houdini, Blender, Python, C#, and VEX, with a growing amount of Rust in the mix. I love building tools that remove friction and empower artists and designers to focus on creativity.

 

When I'm not working, you’ll usually find me deep in my personal R&D: building my own mini game engine in Rust and developing Project Succession, my pipeline automation and graph-based workflow tool. These projects keep me sharp, curious, and constantly learning more about graphics, systems design, and pipeline automation.

 

If you're into tools, pipelines, procedural workflows, or just geeking out over game tech, I'm always excited to chat.