Building Worlds, Leaf by Leaf. Specialized in hyper-realistic foliage, modular environments, and optimized game-ready assets.
View My Work ArtStationI build environments that bridge the gap between cinematic vision and technical feasibility. With a background in Software Engineering and Agile methodologies, I approach 3D art as a series of solved problems.
My expertise lies in creating complex, organic environments—specifically European-inspired foliage and modular prop systems—while maintaining a strict focus on texel density, trimsheet efficiency and mesh optimization. Based in Saarbrücken and currently crafting assets at Games of Tomorrow GmbH, I am dedicated to pushing the boundaries of what’s possible in Unreal Engine.
Unreal Engine 5 • SpeedTree • Substance
A comprehensive exploration of European foliage creation. Built with a modular approach using trimsheets to maintain strict texel density across a fully roamable map environment.
View Breakdown on ArtStationCreating high-quality 3D models and props using Unreal Engine, maintaining technical constraints and artistic direction for upcoming titles.
Delivered high-quality 3D/2D artworks for music albums, book covers, and product renders on tight deadlines.
Developed web-based software (Java, HTML, CSS, REST APIs). Gained valuable experience working in Agile/Scrum methodologies.
I'm always interested in discussing new projects, creative ideas or opportunities to be part of something amazing.