Jun 2021 - April 2024 | Home Office
Earth 2, Senior Game Developer

As a Senior Game Developer for Earth 2, I was responsible for creating a dynamic vegetation system with over 110 species, all utilizing a single vegetation atlas for efficiency. Additionally, I developed all game textures, including a modular, handcrafted hard surface atlas, and set the art direction and technical requirements for 3D assets, with the creation of initial 90+ buildings, props, and environmental elements. My work helped define the visual identity of the project, while ensuring assets remained lightweight, efficient, and scalable.

My role also involved quality assurance for 3D assets and Unity development, including model integration and prefab creation. Passionate about crafting realistic natural environments, I focused on delivering high-quality assets that enhance immersive game worlds.

- Tools: Blender, SpeedTree, xNormal, PS, Substance Painter, Unity.

Earth 2

Every project I’ve worked on has been an opportunity to push creative and technical boundaries.

D.R.O.N.E. the Game

March 2015 – September 2021 | Home Office
Five Studios Interactive Cofounder, Lead Texture Artist, & 3D Modeler

At Five Studios Interactive, I co-led the development of an early access Steam title, D.R.O.N.E. the Game, earning “overwhelmingly positive” reviews. Remarkably, the entire game was crafted by just five people. I took on a broad range of responsibilities, handling 3D asset creation, texturing, level design, and promotional video production. The game’s modular arena system was built around my asset pipeline, allowing for player-driven creativity while ensuring performance and visual consistency.

My key contributions included:

  • Texture & Shader Collaboration: Developed a specialized hard surface texture atlas for modular use, testing and adapting my textures to a custom shader created by the team to enhance real-time performance ideal for Unity-based environments.

  • 3D Modeling & Environments: Created detailed 3D models for both the exterior and interior of a massive spaceship, featuring 11 rooms, an indoor farm, furniture, and a cockpit, showcasing my ability to craft immersive game-ready spaces (featured on the trailer below).

  • Level Design & Modular Assets: Built and optimized levels, including modular building blocks for the arena editor, ensuring seamless integration of assets for an engaging player experience.

  • Visual Production: Edited and color-graded trailers and announcement clips, boosting the project’s visual appeal and market presence.

This indie success highlights my versatility, technical expertise, and passion for creating high-quality, performance-optimized environments for games.

In 2021, the game was successfully sold to Earth 2 to be fully integrated into their platform. Following the acquisition, our team was entrusted with the development of Earth 2 over the last three years, continuing to apply our expertise to new and ambitious challenges.

Modular Asset Design for D.R.O.N.E.

Developed modular hard-surface assets for futuristic environments, focusing on scalability and performance optimization.

  • Created high-poly and low-poly models for efficient baking workflows.

  • Created and managed all Game-Textures and Atlases.

  • Modeled dynamic and static Game-Objects.

  • Collaborated on Level Design.

- Tools: Blender, XSI, xNormal, PS, Unity.

Material preview:

Additionally, I feature examples from a modular PBR texture pack I created in 2014 for the Unity Asset Store. The pack includes a wide range of materials and assets, optimized for performance while maintaining visual quality, perfect for creating immersive sci-fi environments.