Hey there!
I'm a Lead & Senior Technical Artist with over a decade of experience in game development. It all started as a teenager modding Battle for Middle-Earth II, already working towards my dream of one day making games. Those late-night experiments grew into a whole career spent building the tools, pipelines, and technical systems that large-scale games run on.
I started out in classic 3D art, characters, environments, animation, before falling in love with shaders and eventually finding my true niche: tools, pipeline architecture, and solving the production bottlenecks that slow everyone down. What I love most is living in that space between art and engineering, and building the systems that let each side move faster.
At Klang Games, I've built multiple codebases from scratch. The one I'm proudest of is the Asset Integration Pipeline, a whole tool ecosystem that carries art from DCC applications into a large-scale MMO across five platforms, unified under a single ArtObject abstraction. As Lead & Senior Technical Artist I carry both sides of that title: the technical lead and the people management, having built and led a team of up to three Technical Artists and a Technical Designer. Before Klang, I wore many hats at ICAROS GmbH, from VR shaders and procedural environments to leading a team of artists as Art Lead.
Honestly, I'm a builder at heart. Give me a messy, hard problem and a blank file, and I'm a happy man. My toolkit spans Maya, Houdini, Blender, Python, C#, and VEX, with a growing amount of Rust in the mix, but the tools matter less to me than what they let people do: remove the friction, and artists and designers get to spend their energy on the creative work instead of fighting the pipeline.
When I'm not working, you'll usually find me deep in my personal R&D: writing my own graphics API and game engine in Rust and developing Project Succession, my node-based automation platform for VFX and game pipelines. These projects keep me curious and constantly learning, which is really what keeps me in this field.
If you're into tools, pipelines, procedural workflows, or just geeking out over game tech, I'm always excited to chat.