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GDC Talk Procedural FX on Mobile : 'Lost Survivors' From Vision to Production

2022, San Francisco

My talk was about our vfx vision to the R&D phase and finally production. We didn’t want to rely on the usual light-based effects often seen in similar games. Instead, we aimed for something more direct we want to cololrize the world. To achieve this, we created our own systems, since real-time fluid simulations were far too expensive on mobile. The entire solution was built on procedural techniques to keep it lightweight and flexible.

'What means creativity in studios?' Panel Discussion

2016, Hamburg

Gamecity Hamburg – Panel Discussion on Creativity in Studios I was invited to join a panel hosted by Gamecity Hamburg, discussing what creativity means inside game studios. Together with other artists from local companies, we talked about how different departments approach creative problem-solving, how ideas evolve in production, and how studios balance artistic freedom with practical constraints. It was an inspiring session that offered a lot of perspective and exchange.

Mobile Fx Production Unreal 4

2016, Cologne

To work with Unreal for mobile was new back than, I gave a talk on producing real-time effects for mobile devices in UE4. I discussed shader optimization, performance strategies, and the tools we used to create VFX assets outside the engine. At the time, Substance Designer was still emerging, so I relied heavily on Fusion — taking advantage of its ability to read UV data and generate animated textures based on geometry information. This made Fusion a surprisingly powerful and accessible tool for creting realtime VFX assets.

Game Artist Experince

2014 - 2015, Hamburg

I founded and organized an event series in Hamburg called Game Artists Experience. The goal was to create a platform where local artists could present their work, share production insights, and learn from one another. Every three months, three different artists showcased their workflows, followed by open discussions and community exchange. The event grew into a meaningful knowledge-sharing space for Hamburg’s creative community.

Austrian CG Award 2012

2009 - 2010, Vienna

In 2012 I won one of the first Austrian CG Awards with my artwork Farway City, created in Lightwave and Photoshop. The piece was recognized for its style, atmosphere, and technical execution, marking an important milestone early in my artistic career.

EXPOSÉ Publication

2011, Vienna

My artwork Farway City was featured in the international digital art book EXPOSÉ, which showcases outstanding CG pieces from artists around the world. Being included in this publication was a great honor for me. It placed my work among many respected digital artists of that time.

PIXEL Conference – Live 3D Battles

2009 - 2010, Vienna

I participated in the live “3D Battles” at the PIXEL conference in Austria. Artists had 30 minutes to create a full concept or 3D model. The event wasn’t about winning; it was about showing real production thinking, spontaneous creativity. Since I worked at Friendly Fire at the time—one of the studios organizing the event—I was involved both as a participant and supporter of the idea behind these live challenges.