I had the honor of working on the new Acer Predator fall campaign for the Predator EMEA League launching with Rocket League. My work included highres ingame game captures, matte painting, initial composition and grading of all assets as well as some 3D work for promotion.
Corporate Identity creation and animation for the brand of Thomas Hermann, app and web developer. The design is about the connection between the initials "TH" and a Swiss mountain landscape, displayed in a day night cyclus.
Till today, RUSH.GG is the most complex and enhanced prototype I've worked on. I designed multiple iterations of the gaming platform and visualized full UI flows and animation behaviour. All the prototypes were realized or will be realized within the near future.
I try to do speedpaint studies of photographies in my spare time to improve my understanding of lighting and composition in digital painting. If you have such images which you like to have a painting of, don't hesitate to contact me about that.
With Project V, STARK Esports is hosting the official Riot Games Valorant amateur esports platform. In a first instance the design prototype was based on my modular platform system also used by several other platforms like Esportsleague.ch or Boutgamers for example.
I created a prototype for an own unique chess board design, used as a reference for producing the single metallic and wooden parts of the board. The idea was to minimize all components to the simplest geometric forms possible.
For the DFB I worked on mutliple versions for the German eFOOTBALL FIFA competitive platform. The design components were created by an DFB in-house graphics agency and integrated into a fully interactive prototype for Desktop and Mobile devices, which was realized by STARK Esports.
I always try to explore new cartoony art styles to enhance the uniqueness of my work. For this purpose I do a lot of speed painting or one day paintings in my spare time.
Prototype created for a rebranding of the influencer brand Rabona. The design was concepted to highlight the lifestyle aspect of the brand and pointing the focus to the creator talents representing it.
Created for a friend of mine, this portrait was about painting realistic shading combined with atmospheric visual effects. It's based on a reference photography with some additional stuff painted around it.
Pitch for Lamborghini's official Esport project The Real Race comprehensive a fully interactive platform prototype according to the Lamborghini corporate design guidelines.
Created as an initial creature design for a 3D sequence I had a pretty hard challenge coming up with an original design with an anatomy which could exist. The painting was created to evaluate the first look and feels and would be used by the sculptor as a main reference.
Official pitch for the FIFA.GG tournaments platform by EA Games. The prototype was created as an early design draft only and submitted to the FIFA comitee for evaluation.
During the years I've worked on several corporate and brand identities. This selection shows a bunch of graphic work created for different clients. Most of the CIs include a full manual showing the CI guidelines as well as design for business cards, social media channels, product placements, and much more.
For a competition in architecture visualization for a re-conception of a small house in Puschlav (CH) I teamed up with Philip Kaiser (architect ETH) and Aaron Giaimo (Leveldesign) to create several full visualized 3D renders based on the blueprints created. The complete house, environment, and interior were placed within a day night zyclus, including all sort of controllers to modify the house based on the day time.
Project SHADOW was created as an early game prototype with a small team of designers and developers. I worked on the early visual conception of the project as well as on the game concept itself for the developers. The game was built as an internal prototype and wasn't officially released.
One of my first interactive prototypes of a full coverage soccer analysis tool based on the concept of Copacetic. Production to support players, trainers and managers in professional environment.
For study purpose I decided to create more digital paintings based on real photography references, to work on my anatomy and shading skills of realism paintings. This time I grabbed an image of Gemma Arterton from the movie Hansel & Gretel: Witch Hunters.
Empire of Shadows was a game prototype concept developed to rework the walkthrough RPG genre to a up-to-date state. The prototype was going through conception and early programming stage, even received funding of a publisher. I worked on the project as a 3D & Concept Artist as well as on the user interface.
Collaborating with Aaron Giaimo I worked on an early concept draft for a 3D dragon design. We splitted the concept work in design of the dragon itself and its rider. Merging multiple painting styles to one consistent image was quiet a though challenge.
Pixcube had the chance to work on a 3D generated documentation about global warming for the planetarium of Lucerne, Switzerland. On this task I worked on character design, texturing, and rendering. Also I created some sequences which were used within the final documentation, called Mission Earth.
This t-rex model was created with a good friend of mine, who works as an 3D sculptor. In a collaboration I offered to create some textures for his dinosaur model and create a proper render setting, which is something I didn't do in a while.
This character, called Astoria, named by the famous character design done by From Software for Dark Souls. This was one of my first fantasy character paintings. It's about my struggle with first steps in kind of anatomy and artistic adjustment to proper anatomy. Till today, I really like the result of this painting.
Before Halo was officially released for PC by Microsoft, I was asked by an American team to support their project about bringing Halo to the PC by using the Unreal Engine. As an huge Halo fan myself, I took the opportunity to work on one of the teams MARK design concepts, bringing it to 3D and into the game prototype.
This scene was built to experiment with render settings and fluid simulation. For this equasion we took a Thomb Raider model, rigged, skinned, textured it, and placed it into a previously created environment for the fluid simulation process with Realflow.
During my time working as an 3D Artist I worked on several cartoony buildings. This project was about combining all the techniques together with a fellow artist to create a unique stylized architecture.
LOCKE is a 3D modeling project of mine. Trying to achieve the look and feel of an asset for both, ingame usage and high poly cinematic render. The original design for this helmet was created by 343 Industries for Halo 5.
I worked on the full brand identity creation for Swisca, containing website design prototype for desktop and mobile, product selling brochures as well as machine user interfaces. The brand should reflect Swiss quality in a noble and high class design.
First steps in modeling game ready assets. This one was created based on the Shank Drone design originally created by Bungie for Destiny. In addition to the model a full mechanical rig was created to allow pose adjustments and animations.
Pixcube created several short movies which were awarded at film festivals around the globe. Between borders was an internal follow up project where I got a chance of working in some new areas at the time, like early conception in storytelling, my first full character pipeline as well as some water fluid simulations for early pipeline evaluation.
For the UBS I worked on different marketing projects at Pixcube. I was involved in the creation process and the 3D execution for several animation spots of the bank mascot Topsy as well as the bank marketing campaigns, creating user interfaces for applications and data analyzis as well as 3D solutions for the video campaigns.
For a pitch, I worked on some new SWISS mascot drafts. For this I used a way more cartoony look then I normally do. I was focussing on the likability of the character.
Game asset created for an virtual reality prototype evaluation. My task was to create a cartoony bus from scratch, model it in 3D together with another designer, creating UVs and a proper rig for it before going into texturing.
For the final project in my degree in 3D Art / Animation I teamed up with a fellow 3D Artist and a Programmer for about 6 months, to develop a multiplayer shooter prototype from scratch in the new released Unreal Engine. I worked full time on the conception, concept art, texturing, animation and user interface of the prototype, which was playable on the Steam servers for final product state and allowed us to gather tons of experience.
Starting with digital painting, I studied several paintings of big names in the business, such as Nicolas Bouvier (343 Industries) aka Sparth. I tried to understand their way of composition and lighting, used to create environmental concept art for video games.
SILENTGAMING is one of the most dominating teams within the Swiss Esports, First with focus on gaming and over the time more and more in the business case of Esport itself. Always keeping on forming the scene in Switzerland. During my education and later at PARTS I was able to work on both brand versions for the team.
For my degree in 3D Art / Animation I wrote a thesis about time management for work processes in the creative design workflow. It was written in German and based on nominated references, paired with my own knowledge in creating UI solutions for websites and applications at this time. You can have a look at the full document here.
During my gamedesign degree I worked on a small 2D game prototype called ColorRunner in my spare time. The project was initialized at PARTS and was my first experience into Spine 2D animation, preparing and animating digital drawn character designs, and working closly with the programmers for Unity implementation and automatization.
One of my first 3D projects of my Diploma of 3D Art, achieved in ZBrush and Photoshop. The design was used for international promotion by the SAE Institute and still counts to my favorite 3D work done so far.
Project NP8 was about the reconception and recreation of a combined regional inhouse news portal including channels for newspaper, radio, and television. During the process back in 2015 I created several versions and iterations to find a state of the art solution for the rebranding.
One of my first project apart my eduction as a Media Designer was the work for the Butterlan, a local lan party with a small staff team at this time. During the years I continued working for the event in several areas, which is an experience I wouln't miss till today. For me, even today, the lan is still a great event, which I try to visit every year.