Dead Island: Survivors

Art Director, 2014 -

Deep Silver Fishlabs, Hamburg, GER

A mobile  Action/Tower Defense hybrid game for iOS and Android devices. 

©2016 Koch Media GmbH. Developed by Deep Silver FISHLABS. All rights reserved. 

Art Director & Lead Artist

  • Hiring & team setup
  • Artistic vision and art style definition
  • Daily art feedback & approvals
  • Art Production planning, risk mitigation & tracking
  • Art outsourcing: vendor selection, briefs, feedback & approvals, integration & final polishing
  • Pre-production concept art
  • Gate & milestone preparation
  • Marketing deliverables
  • Monthly one on ones with each art team member
  • Annual performance reviews

 

Asset Creation & Level Dressing

  • Level dressing  from blockout to final
    (all action game screenshots above)
  • UI design & implementation
  • Blockout geometry for outsourcing
  • Ground texture creation & ground painting
  • Lighting (all levels)
  • Performance optimization


Batman: Arkham Knight

Lead Artist - Interior Environments, 2012 - 2014

Rocksteady Studios, London, UK

Published by Warner Bros. Interactive Entertainment

By end of 2012 I got the chance to work as a Lead Artist on the highly anticipated Batman: Arkham Knight for Warner Bros. Interactive Entertainment.

 

The game was released June 23, 2015 on PS4, XBox One and PC and was critically acclaimed around the globe with an overall metactritic score of 87 on Playstation 4.


At Rocksteady I was responsible for the environment art of all inerior levels and the art leadership of the environment art team with 9 direct reports.

 

I was also in charge of dealing with our art outsourcing partner Exigent 3D with facilitites in India and China.

 

Batman: Arkham Knight

Rocksteady Studios

 

 

 


Crysis 2

Lead Artist, 2009 - 2012

Crytek, Frankfurt, GER

Published by EA

At Crytek I was Leading the Crysis 2 environment art team with up to 16 direct reports at peak times.

 

The game was released March 22, 2011 by EA and got an overall metacritic score of 85 on Playstation 3.

 

It was the first part of the Crysis franchise that made it's appearance on console and a major update for Crytek's inhouse technology CryEngine.

 

I was also responsible for the close collaboration with Crytek UK who worked on the multiplayer part of the game. I also collaborated with our outsourcing partner Forge Studios from Italy and our art insource team at Crytek Kiev.

 

Crysis 2

Crytek


from old (left) to new (right)

Over the course of my career I was fortunate to get the chance to work on several well known gaming IPs.

 

 



Old Projects