Images from Vampire the Masquerade: Justice, credited as Technical Art Director.
Responsible for making it run on low end devices and enhance the graphics for the PSVR2 and PC release.
[Most Proud Of] - Applying techniques that makes it run smoothly on low end devices without downgrading the graphics.
[Personal Achievement] - Learning the different VR rendering techniques and their limitations ¬


Screenshots from Book of Travels, credited as Technical Art Director.
Designed technical systems, created tools, 3D art, shaders, effects, levels and optimized.
Responsible for the art implementation chain.
[Most Proud Of] - Creating a never before seen perspective with depth, including tools and systems that makes it playable.
[Personal Achievement] - Speeding up my scripting skills by learning and using node based scripting systems ¬


Screens from Tiny Echo, credited as Technical Artist.
Created shaders, effects and optimized. Responsible for the art implementation chain.
[Most Proud Of] - The "sprite depth order" system and managing to stay true to concept visually.
[Personal Achievement] - Learning the ins and outs of Unity's way of handling sprites ¬


Screenshots from Paws, credited as credited as Lead Technical Artist and Lead 3D Artist.
Designed technical systems, created tools, 3D art, shaders, composed the levels and optimized. Responsible for the art implementation chain.
[Most Proud Of] - Tools and systems making it possible to create denser nature without ruining the experience.
[Personal Achievement] - Polishing my sculpting skills by sculpting the levels ¬
Screenshots from Shelter 2, credited as Lead Artist.
Designed technical systems, created tools, 3D art, shaders, composed the levels and optimized. Responsible for the art implementation chain.
[Most Proud Of] - Creating an open world with seasonal changes and taking my optimization knowledge to another level.
[Personal Achievement] - Speeding up my shader skills by learning and using node based shader systems ¬


Created effects, 3D models, designed and created scenes ¬
Screenshots from the game PID, credited as Lead Artist and Lead Technical Artist.
Made art, rigs, most of the effects and some animations. Responsible for the art implementation chain.
[Most Proud Of] - Managing to create more than 250 models on deadline.
[Personal Achievement] - Enhancing my modeling and effect skills ¬


For the title Bionic Commando Rearmed, credited as 3D Artist.
I modeled, rigged, textured, implemented the characters and enemies.
I also created environment, props and interface.
[Most Proud Of] - Characters and the hacking system.
[Personal Achievement] - Improving my sculpting knowledge ¬


A little game jam game that later became published by Rovio, Anthelion. I made the art and effects
[Most Proud Of] - My first and only time entering a game jam, and my team won!
[Personal Achievement] - Proving my skills to create art and effects on a very short period of time ¬


For the title Wanted Weapons of Fate, credited as Technical Artist.
I created environment and props, most of which are dynamic and destructible. All of them I modeled, textured and scripted myself.
[Most Proud Of] - Making all the destruction look and feel nice, while keeping it optimized.
[Personal Achievement] - Became a full time technical artist in addition to 3D artist ¬


Examples of architecture and environment I created for Ghost Recon Advanced Warfighter 2.
[Most Proud Of] - Managing a modeling speed with quality on par with seniors, while learning how to script and set up destruction for PhysX.
[Personal Achievement] - Learning sketchup and using texture atlases to quickly mockup architecture ¬


My version of the character Ludo from Labyrinth the movie. Made with Zbrush and Studio Max.
[Most Proud Of] - Trying on something with a more realistic style.
[Personal Achievement] - Learning sculpting and a fur system ¬