Dive into real-time environments, procedural landscapes, and technical artistry.
Vegetation is more than trees and grass—it’s the foundation of a living world.
My approach blends procedural generation, hand-crafted sculpting, and custom texture work designed to support advanced
shader features. This enables systems such as gradual leaf and flower growth, seasonal transitions, and natural decay,
giving environments a sense of life and progression.
By combining high-resolution scans with stylized, hand-made assets and efficient atlas-based workflows, I developed dynamic vegetation systems featuring hundreds of species, along with extensive libraries of corals and aquatic plants, all while staying within strict performance and memory budgets across multiple projects.
Working closely with technical artists and engineers, I ensured these vegetation systems performed reliably under all conditions, supporting features like seasonal changes, wind effects, and procedural placement. Whether the goal is dense forests, sprawling fields, or alien worlds, my focus is always the same: vegetation that looks alive, feels cohesive, and runs efficiently in real-time.
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During my contract as a Vegetation and Texture Artist.
at Playable Worlds, I was responsible for creating the entire flora ecosystem for Stars Reach. My role involved designing and recreating every plant species from scratch, building a living vegetation system that responded dynamically to color variations, environmental conditions, and individual leaf growth.
Working across earth-like biomes as well as more stylized sci-fi and fantasy environments, I developed a cohesive vegetation style that balanced realism, visual appeal, and strong performance. I had full ownership of the artistic direction, feature development, asset creation, and optimization for all foliage-related content.
Over six months, I produced more than 300 unique plants, trees, and flowers, spanning 100+ species, all crafted to support the game’s stylized aesthetic without sacrificing memory or runtime efficiency. I successfully completed the full vegetation pipeline for the project within the contracted timeframe.
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At Five Studios Interactive, I served as Co-Founder, Lead Texture Artist, and 3D Modeler on the early-access Steam title D.R.O.N.E. The Game, which received overwhelmingly positive reviews. Working within a core team of only five people, I contributed across multiple areas, including asset creation, texturing, modular environment design, and visual production.
I developed a hard-surface texture atlas for modular use and collaborated with the shader team to ensure strong real-time performance in Unity. I also created a variety of environment assets—such as interior and exterior spaceship elements—and delivered modular building components used throughout the arena editor. Additionally, I handled trailer editing and color grading, strengthening the game's overall visual presentation.
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From high-poly craftsmanship to optimized real-time assets—exploring the intersection of art, technology, and scalable production.
My workflow combines hard-surface modeling, texture atlas creation, and 3D scanning to produce high-quality, performance-optimized assets for real-time engines, with a strong focus on Unity. Using both high-poly modeling and real-world scan data, to build physically based materials, forming the foundation for roughness and metalness workflows.
A key part of this pipeline is the development of advanced, tileable texture atlases that function like trim sheets on steroids—maximizing reuse while minimizing draw calls and VRAM usage. This system was used for roughly 90% of the non-organic assets in D.R.O.N.E. and a similar approach in Earth 2. In parallel, I leverage 3D scanning, processed in Blender and ZBrush, to create optimized baked and tileable textures—including realistic tree-trunk materials—ensuring high visual fidelity without sacrificing real-time performance.
As a Senior Game Developer on Earth 2, I was responsible for building a scalable, high-performance vegetation system featuring over 110 unique species, all driven by a single vegetation atlas for maximum efficiency. I also created the majority of the game’s textures, including a modular, handcrafted hard-surface atlas, and helped define the art direction and technical requirements for 3D assets. This included the creation of the project’s initial 90+ buildings, props, and environmental elements, establishing a cohesive visual identity while keeping assets lightweight, efficient, and scalable.
In addition to asset production, my role involved quality assurance for 3D content and Unity development , including model integration, prefab creation, and performance validation. With a strong focus on realistic natural environments, I aimed to deliver visually rich assets that enhanced immersion while meeting strict real-time performance requirements.
Senior Environment & Technical Artist
Playable Worlds – Stars Reach
Contract, May 2025 – Sep 2025
Remote
Senior Game Developer
Earth 2
Contract, Jun 2021 – Apr 2024
Austria, Remote
Cofounder & 3D / Texture Artist
D.R.O.N.E. the Game – Five Studios Interactive
2015 – 2023
Austria, Remote
3D / Texture Artist
Unity Game Development & Asset Creation
Self-employed, since 2013
Austria
3D Modeling & Texturing: Blender, Substance Painter, and ZBrush for PBR asset creation, texture atlasing, and high-to-low poly workflows.
Vegetation Systems: Scalable foliage and biome-driven vegetation systems, including optimization for large real-time environments.
Game Engines: Unity-focused development with an emphasis on performance, streaming worlds, and large-scale environments.
Technical Workflows: Modular asset design, high-poly baking, shader-aware materials, and pipeline optimization.
Collaboration: Cross-disciplinary teamwork, art direction interpretation, and iterative production workflows.
Languages: German, English, Spanish
Unity
Blender
Substance Painter
ZBrush
SpeedTree
xNormal
Adobe Photoshop / After Effects / Premiere
XSI Softimage
I’m a senior 3D artist and environment designer specializing in the creation of
immersive, performance-conscious worlds for real-time engines.
My work focuses on
large-scale environments, vegetation systems, hard-surface assets, and modular
production workflows that balance visual quality with technical efficiency.
With a strong background in procedural asset creation, photogrammetry, and texture
atlas design, I enjoy working at the intersection of art and technology.
I collaborate
closely with programmers and technical artists to develop scalable, production-ready
solutions—from photorealistic vegetation to optimized materials and asset pipelines.
I’m always open to collaborating with teams that value technical precision, creative
problem-solving, and innovation. If you’re interested in building believable,
high-performance game worlds, feel free to get in touch.