Time Stall is a humoristic puzzle game for the Oculus Quest. I build and lit 90%+ of the levels, created all of the VFX and supported the art lead on the project in managing the art team.
Coaster Combat (2017)
Coaster Combat is a roller coaster game for Gear VR & Oculus GO. I was responsible for the daily management of the art team and cooperation with other disciplines. Besides managing the art team I also created some of the assets, did a lot of world building and lighting and created the VFX.
Pet Lab (2017)
Pet Lab is a game where you're the owner of a magical creature shop, the game was released on Gear VR and Oculus GO. I worked on some of the assets and VFX of this game.
Term1nal is an adventure/stealth game for the Gear VR. We created some of the best graphics for Gear VR while maintaining a good framerate. This project was created in Unity. During this project I worked on asset creation, level building, vfx and lighting. I also supervised juniors/interns on this project.
Landfall is the first virtual reality game released by Force Field VR (formerly Vanguard Games) and the first Unreal Engine 4 project I worked on. With VR being a completely new platform with it's own set of rules I learned a lot about how to create 3d art and vfx for virtual reality. Landfall is a table top tactical twin stick shooter built exclusively for the Oculus Rift. I've worked on level building, asset creation, lighting and particle fx. I also coached several interns during this project.
Space Flight: Orbital Emergency (2015)
At Force Field I've worked on Space Flight: Orbital Emergency, a VR experience that can be viewed in selected IMAX theatres.
Halo: Spartan Strike (2014)
Halo: Spartan Strike is the spiritual sequel to Halo: Spartan Assault, released on iOS, steam and windows 8. Our mission was to improve upon the visual quality from Halo: Spartan Assault while maintaining the same hardware requirements. During development I was responsible for daily management of the art team in cooperation with the art director, regular communication with 343 industries, asset creation, particle fx and lighting.
Halo: Spartan Assault (2012-2013)
Halo: Spartan Assault was the first mobile game I worked on, quite a change from console development but bringing high quality visuals to the mobile market was an exciting challenge. During the project I worked on level building, asset creation, particle fx and lighting. Halo: Spartan Assault has been release on windows 8, steam, iOS, xbox360 and xbox one.
Gatling Gears (2009-2011)
Gatling Gears is a top down twin-stick shooter developed for xbox360, ps3 and steam. During development I've worked on level building, asset creation, particle fx and lighting.
The Chronicles of Spellborn (2005-2008)
My first game-industry job was at Khaeon Games working on a fantasy MMORPG built in the Unreal 2.5 Engine. I was involved in level design, level art, lighting, particle effects and asset creation.
Personal work (2010-2012)
A collection of props for a personal project.
Personal work (2003-2004)
Before I started at Khaeon Games I created levels for Unreal Tournament, this is how I got a job in the gamesindustry.