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


Screenshots from Tiny Echo, credited as Technical Artist.
Created shaders, effects and optimized. Responsible for the art implementation.
[Most Proud Of] - Managing to stay true to concept with the effects.
[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.
Created art, shaders, composed the levels, designed technical systems and optimized. Responsible for the art implementation.
[Most Proud Of] - A new fade system making it possible to create denser nature.
[Personal Achievement] - Polishing my sculpting skills by sculpting the levels ¬
Screenshots from Shelter 2, credited as Lead Artist.
Created art, shaders, composed the levels, designed technical systems and optimized. Responsible for the art implementation.
[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 ¬


Animations from Toca Lab, did most of the effects and also some of the models ¬
Animations from Toca Mini, helped with some models and created the start screen ¬
Animations from Toca Pet Doctor, helped with some models, animations and scripting ¬
Screenshots from our game PID, credited as Lead Artist and Lead Technical Artist.
I was the only artist assigned during this project.
Made all the art, rigs, most of the effects and some animations. Responsible for the art implementation.
[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] - Learning the sculpting program Zbrush ¬


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 destrucion look and feel nice.
[Personal Achievement] - Became a 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 and quality on a par with seniors.
[Personal Achievement] - Learning sketchup to quickly mockup the buildings ¬


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 in Zbrush and the Fur system in 3D Studio ¬