For Gears Tactics I worked with an incredible team from initial inception to the shipped product.
At the start of the project I created various environment art concepts, sketches and designs and in the end ended up being an assistant Art Director, responsible for look and feel for much of the visual direction of the environments in the game. The team did an incredible job bringing the Gears of War aesthetic into the tactics genre and pushing the visual fidelity past genre standards, and I am extremely proud of what we achieved.
This is a selection of concepts and graphic designs I did for some of the multiplayer maps for the Gears of War 4 DLC, by Splash Damage and Microsoft Studios 'The Coalition'.
The process involved designing by painting and drawing over rough Level design block-outs inside Unreal Engine 4.
I also helped with pushing the visual fidelity of the vistas by creating matte-paintings for a few DLC maps.
This is a selection of concepts and graphic designs I did for some of the multiplayer maps in Gears of War 4, by Splash Damage and Microsoft Studios 'The Coalition'.
The process involved painting over a 3D block-out in Unreal Engine 4, using assets that were created by the talented environment art team. It was extremely fun and a great honor working on this title and with such an outstanding team of talented artists.
Stardust is a personal project based on a setting and story, set in an alternate science fiction universe, written and created by Malte Langheim.
"Solitude" is a cinematic trailer project, which I was working on together with eight other students. Our goal was to create a compelling and visually stunning cinematic trailer, which communicates a very basic story.
You can watch the final cinematic as well as my personal shot breakdown via:
Solitude | Breakdown
My responsibilities were concept design, compositing, matte painting, texturing, shader-creation and lighting. I was creating and supervising the compositing, 2d-projection and shader pipelines. I was further heavily involved in the animatic, which was created to set the direction for the storytelling and mood of the final trailer. For the animatic I painted backgrounds, made compositions and finally animated and edited everything in Adobe After Effects.
You can watch the animatic via:
Big Brawler is a concept for a small game, set in a fantasy setting. My job was to define the look and feel of the environment assets. Due to the small team size we decided for a modular system for the environment assets - featuring reusable and versatile building blocks, combined with set dressing objects and a few hero pieces.
I did block-out models of the building blocks and used them to build prototype buildings - exploring possible combinations and designs. Doing this resulted in iterating on the building blocks, making sure they could be used in various ways. Then, using these block out buildings as a foundation, I did some refined concepts and rough sketches to define the colours and materials and the art style.
"ATUM" is a game project I worked on together with ten other students. The game was one of the finalists of the IGF 2013 Student Competition.
I was responsible for production design during the initial stage and later for asset creation, 2D animation, background and lighting. The artwork shown here is from an earlier version of the game, since the look got changed during later phases of production, during which I had moved on to different projects.
You can see my artwork in this video:
ATUM Trailer
You can play the final game under this link: