I make websites,
games and digital art.
When a friend needed a weapon for his first-person adventure prototype I created Níniel. At first I simply wanted to sculpt an elven bow in my spare time, but then I decided to create a polished game model that may benefit other developers as well. Therefore it is now available for free on the Unity Asset Store. The rig and animations can be obtained as well, but for a small price.
Clementine is a skill-based brain-twisting platformer whose prototype was made at a game jam on a single weekend. Since then it has turned into Radiated Pixel’s first game for iOS, Android and Windows Phone. I created the website, painted the environment graphics and programmed various parts of the code.
The complete betting offer of one of the continent’s most successful bookmakers is now available for smartphone browsers. The focus of my work was on the interaction design and creating a robust architecture for modular and scalable front-end components.
In the motion tracking installation re:collection visitors are called upon to collaboratively save old data storage media like vinyl records and audio cassettes from oblivion. They have to neutralize hazards and gather energy sources, both of which can be spawned from visitor’s smartphones to disturb or assist the players.
Radiated Pixel is a collective of nerds and geeks with a strong interest in games, media, art and technology. People who do not simply enjoy, but also create works in these fields, both professional and in their spare time. Their blog serves as a platform for showcasing their works and reaching out to people with similar interests.
GameStage provides a regular networking opportunity for all who are interested in computer games. Talks by experts, prototype presentations and of course playing games are at the heart of the program. I’m part of the organization and maintain the official website as well as the microsites for special occasions.
The first chapter of an unfinished game that blends space opera and noir fiction takes place on a casino cruiser filled with illustrious guests, shady syndicate members and these female dealers. Small textures and extremely low-poly characters were chosen to enable vast environments, large simulated crowds and a strong focus on narrative and atmosphere.