GAME DESIGN
THE THIEF OF HOMBURG
Educational game about Swiss history (Year 1775)
This project communicates archeological research about the Swiss ruined castle “Homburg”, experiencable with the tools of modern video games. The final version of this educational game is tested and played by younger students. It aims at creating curiosity about archeology in a playful way.
Based on a real story taking place on Easter Sunday in 1775,
the player tries to enter the castle as a poor thief, to steal
precious objects without getting caught. Together with
archeologists, the studio Diditopia Games recreated the
environment and characters carefully and as historically
accurate as possible.
-----
MY ROLE: Lead Artist in later stages of development & until
release, implemented 3D assets and worked on architectural
elements under archaeological supervision.


DARKEST CUBE
Roguelike deckbuilder game, turn-based strategy
"Darkest Cube" is a roguelike deckbuilding game with turn-based
combat. During each run, players build and refine their deck of
cards, explore a fantasy world, collect relics, brew potions,
and unlock upgrades. Unlike other deckbuilders, cards can be
removed and exchanged easily, allowing decks to be adjusted
throughout a run. The game also features a skill tree and an
item system, where defeated enemies provide resources for
crafting and progression.
-----
MY ROLE: Lead Artist during the first half of development,
managed a small team of artists. Contributed significantly to
the creation of a solid prototype, both visually and in terms
of gameplay. Lead community building initially, though the role
gradually diminished as project priorities shifted. Production
of hundreds of 2D assets, lighting experiments, UI &
more.


NICHE - A GENETICS SURVIVAL GAME
Educational game about nature & genetic evolution
"Niche – a genetics survival game" is a turn-based strategy
game combined with simulation and survival elements for PC, Mac
and Linux.
Shape your own species of animals based on real genetics. Keep
your species alive against all odds, such as predators, climate
change and spreading sickness.
It has been available for purchase on Steam and various other
platforms since September 15, 2016, and has received very
positive reviews.
-----
MY ROLE: Various 3D Models, Concept Art, promotional art for a
Kickstarter campaign, Icons for achievements and more, Sound
lead, handcrafted sound effects, planning out modular music,
contributing ideas for gameplay and story, community building,
promoting the game internationally on conventions.


NIMBATUS - A SPACE DRONE CONSTRUCTOR
Procedural space exploration game
Command the Nimbatus and craft drones out of hundreds of
different parts. Survive unknown threats in a fully
destructible, procedural universe, compete against other
players in different arenas or enjoy complete creative freedom
in the sandbox. As the Captain of the Nimbatus – the biggest
mobile drone factory ever made – your mission is simple: Gather
as much information about the universe as possible and reach
its far end. But beware! Taking on tasks related to new
discoveries, population control and environmental disasters
aren’t easy. It is vital to mine rare resources, advance
research and experiment with technologies to survive uncharted
galaxies.
-----
MY ROLE: 2D background artist & procedural texture design,
as well as other tasks in early development stage.


FACE THE MASKED
Academic project: Prototype of a mystery adventure
In this adventure game, you arrive at a mysterious house where
you plan to spend your vacation as a guest. After finding the
key and gaining access to the house, you settle in for the
night. At three o'clock in the morning, you receive a phone
call and begin to uncover what is wrong with this place. While
exploring, you might wonder, if someone broke in - or are there
even ghosts haunting this building...?
-----
MY ROLE: I was responsible for all visual and audio elements.
It was my first bigger 3D project during the studies at ZHdK,
and a crucial learning opportunity for getting to know modeling
software as well as how game engines work.
VIDEO REWRAP - ANTICHAMBER
Academic project: Video production of an existing game -
simulation of style
One of the main challenges of this video project was creating a
fifth-dimensional room within a 3D environment. It is a
recreation of the visual style of the game "Antichamber" with a
unique twist. This video showcases a recreation of the
mind-bending gameplay mechanics and the simplistic aesthetics
of "Antichamber", and has as a goal to recreate it as
accurately as possible.
-----
MY ROLE: I created all 3D models, environments and renderings,
and I was responsible for video rendering and editing. This was
a solo project during my studies.
THIS WORLD ENDS
Academic project: Bachelor's thesis
This project was created as part of my Bachelor's thesis. The
intent was to create a fragile, interactive world, in which the
environment grows and pulsates as the player approaches the
flowers, stones and all elements present. This effect was
achieved through a shader-based technique which dynamically
manipulated object origins relative to the player's position.
The game also features perspective-based puzzles that can only
be solved when viewed from specific locations.
-----
MY ROLE: Storyboard, concept art, 3D asset creation,
implementation in Unity and technical optimisation for the
breathing shader effect.
3D MODELING & RENDERING
FURNITURE DESIGN SHOWCASE
+ 3D Animation in Blender
+ High resolution rendering
+Multiple cameras, different angles & detail shots
+Filmora video editing & cutting
WINGED HEART
+ Personal project
+ Cinema 4D Excersise
+ Experimentation with liquid rendering and transparency
ILLUSTRATION
COMIC
PUBLICATION & EXHIBITION for "BZ am Wochenende"
In collaboration with the association Comic Crew BL/BS, this 4-panel comic strip on the topic of stairwells was created. Over the course of approximately two years, all members who wished to participate were invited to create one or more works. The color palette and theme were predefined to ensure a common thread throughout the publication series. Two exhibitions featuring all works were held: one in Basel (kHaus) and one in Lucerne as part of the Fumetto Festival.
LOGO & VISUAL IDENTITY DESIGN
MY FAVORITE IMAGE AT THE MOMENT...

2D PROJECTS
THE LEFT EYE
As I have a special effect in my left eye color: it is called sectoral heterochromia - I made this personal project about eyes and colors. It was an analysis of seeing colors, as well as that eyes have a specific color as well. In my case, I have two brown eyes, and a green quarter in my left one. The visual sense of humans is also crucial for my profession. That is a reason, why I want to add this older works to my portfolio.
+ Colored pencil
+ Oil pastel
+ Watercolor
+ Airbrush
+ Digital
+ Collage





















































































































































































