Potsdam, Brandenburg, Germany
I provide technical leadership that maximizes iteration in creative productions before their shape is settled. I do so with something I call the Sculptor Heuristic, which prioritizes a reviewable full product and testable integration before polish — iterating toward the best result while leaving room for creative pivots until shipping. I match team members of different experience levels to the right role, while tackling the hardest problems myself and building and supervising the core pipeline and systems hands-on. Across a decade I have built games, movies, virtual production workflows, XR experiences and new media art installations. I'm familiar with most programming languages and an expert in editor-driven game engine workflows, now accelerating both through efficient AI workflows — multiplying effort while keeping scope in check and preserving the human touch. If you're early in something ambitious and the technical shape isn't settled yet, that's exactly when I'm most useful. I'd like to hear about it.
Working on artistic digital experiences in XR and VR in the Context of "Zeitzeugen" an important contribution to the Culture of Remembrance. Using Unity and Unreal to find the most efficient workflow and solutions to achieve unique and impacftul results. With the regular deep-dives into "unrealesque C++" and C#.
My Job was split into two stages and responsibilities around the Unreal Engine 5 for a virtual production. Before the shooting I was responsible for the Infrastructure, where I developed a remote work system accessible through a discord bot. I devised the main pre-production workflow, project structure and tool support for artists and operators. I was at forefront of testing and debugging new systems. I developed a modular timeline driven Animatic system fully compatible with the Movie Render Queue. On Set during Production I was responsible for on the fly debugging, monitoring and experimenting with the N-Display setup.
I developed the Scene Architecture, supervised a team of three artists and one developer. I developed the major tools and solutions used in the system: Generative City Algorithm, Spline Driven Camera rig and Procedural Generation tool, as well as Shaders. I was also responsible for Version control, Infrastructure and Pipeline.