2015 - 2026

Premium Display Banners (Primo GmbH)

My roles
CREATIVE DIRECTOR BANNER DESIGN TOOL DESIGN UI/UX

Primo GmbH develops PrimoStudio and SmartBuilder, SaaS tools for the creation of interactive Premium Display Banners.

My responsibilities included
Concept and design of our Banner Builder Tools
Development of innovative Banner Formats
Design and production of Display Banners together with our clients

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2021 - 2026

everything* | ourUniverse Independent / Creative

My roles
DIRECTION VISUALS VISUAL SCRIPTING AI PAIR PROGRAMMING UI/UX WRITING

ourUniverse is a personal project I created in Unity 3D.
It features an interactive voyage through all orders of magnitude - from subatomic particles to the edge of the observable universe.

Inspired by the 1977 short-film Powers of Ten by Charles and Ray Eames, ourUniverse brings the concept into an interactive 3D experience based on current scientific understanding.

In this project I covered a wide range of disciplines, including Visual Scripting and AI-Assisted Programming.
To create a seamless journey across all scales, I used a variety of techniques like render to texture, particles and custom shaders, as well as tools such as Unity 3D, Blender, Photoshop, Unity Visual Scripting and Codex.

Download the free App

Version 0.8.4 · Windows 1.3 GB · macOS 1.3 GB

System requirements

Recommended: Windows 10/11 or macOS 13+, 16 GB RAM, dedicated graphics card with 8 GB VRAM

1999 - 2010

Demoscene Independent / Creative

My roles
DIRECTION 3D VISUALS VISUAL FX TOOL DESIGN

The demoscene is a community dedicated to digital art and technical creativity.

As a member of the group Farbrausch, I directed many demoscene projects.
My focus has always been on finding creative ways to get the most out of real-time graphics within hardware, performance and size constraints.

Besides Direction and Visual FX, another focus was the design of our tool .werkkzeug.
Based on an approach for procedural content-generation, this tool enabled us to create highly detailed assets and animations for 64k Intros, where the entire executable is limited to just 64 kilobytes. It was also used to create larger demos and a 96kb first-person shooter called .kkrieger.

Tool Design

My roles
TOOL DESIGN UI/UX

In several teams I designed our own custom tools.
Content creation and management was often the center.
• Tool design for Interactive Motion graphics, Games and Display banners
• Node-based
• Modular building blocks
• Content generation in 64kb
• Figma
• Direction, Visuals and Special FX

1997 - 2014

Video Games

My roles
LEAD ARTIST PROJECT LEAD PROJECT MGMT GAMEDESIGN LEVELDESIGN UI/UX

As a co-founder of Game Studios VCC-Entertainment and 49Games I worked in a wide range of roles -
from Game- and Leveldesign to UI/UX, Project Lead, Lead Artist and Project Management.
We developed games for consoles (incl. PS1, PS2, PS3, Wii, Xbox, Kinect, Dreamcast) and Windows.
From 2012 to 2014 I worked at Browsergames developer Bigpoint as a Project Manager.