After completing the Game-art course and two internships in a professional production environment, Stefan has started out his professional career as 3D-modeler and Texture Artist. In the meantime he also grew an interest for the more technical aspects of game-development and picked up programming and started to create shaders to eventually become a Technical Artist.
Responsible for creating, optimising shaders and authorising PBR corrected textures for other departments. Developed and implemented tools/scripts as a member of an eight-person team, to make the workflow(s) more efficient and robust.
Researching, creating, optimising and delivering shaders. Producing textures in a photorealistic style for Horizon Zero Dawn, which had a wide variety of materials. To ensure shaders were used in an orderly fashion by different departments, we provided documentation for a seamless hand-off. On multiple occasions provided support (with different tasks) to several departments during the pre-production and polish.
Creating, dressing, polishing and/or lighting environment art from block out to completion (for Dirty Bomb and Gears of War Ultimate Edition). Mentoring intermediate Zbrush users, investigate new workflows, write and maintain internal documentation for new starters and colleagues.
Model and texture environmental assets or props for AAA projects based on briefings (E.g., The Witcher 3 as credited).
Besides working for triple A studios I've had the chance to work closely with Gametextures.com for whom I did individual textures which are now being sold on their website.
Responsibilities: High/Low poly modelling, Texturing, Uv-mapping
As intern Asset-Artist on Killzone: Shadow Fall, I was responsible to model High and Low poly assets to improve visual fidelity for the PS3 to PS4 transition, create shader and textures that matches the photorealistic style of the project. In addition, we did our own research on material expressions or technical functionality.