Hi, I'm a German–English game developer and render programmer based in Brighton, UK. Welcome to my website!
I’ve been passionate about computer graphics ever since I discovered Blender in 2008, which led me to earning a BSc in Digital Arts and Entertainment and begin my game-dev career in 2017. Ever since, I’ve had the opportunity to work with international teams of all sizes on a wide range of projects, from small prototypes to large AAA productions.
I’m a broadly creative person with a strong eye for technical detail. I love learning how things work and creating visually compelling experiences, and particularly enjoy graphics programming because it combines both engineering and artistic challenges.
My experience with diverse tools and pipelines enables me to build systems from scratch, as well as contribute effectively to existing projects. If you’re interested in collaborating, please don’t hesitate to reach out!
Another small update… the camera will probably arrive around Friday, because there where some problems with transferring the payment to the bank account of the reseller, and shipping takes 5 days.
After finishing an informatics test at school I had time to do some more modelling on the head. The mayor to middle details are laid down now, so I´ll probably continue with some other parts of the body.
The vintage style composited picture also makes a nice Desktop background by now IMO 😉
I hope you like the head design for the transformer, because I locked down the headdesign by seperating the pieces. Still waiting for my camera to arrive…
I decided to do my first tutorial for blender, I first wanted to do it via the description, but that didn´t work, so here is the text:
Please watch in hd if you can, I spent a lot of time rendering here!
Read this to learn how to make this!
So here is the promised tutorial:
Step 1: Making the particle system:
Add a plane and set the particle emission of 10.000 particles to start at 1 and end at 30. Set the lifetime to the same value as the duration of the video in Frames, in my case 500. Set the gravity field weight to 0.
Next add a turbulence forcefield, in the physics tab, I set the Strength to 300, the size to seven and the flow to ten. Adding a turbulence forcefield is like giving the space a density which varies in different places in 3d space which are defined by the size and the seed. The particles will naturally flow to the places with lower density, depending on the strength which goes up to 1000. The flow makes the particles move around in the less dens areas like on paths, the maximum is 10, and the higher the value is the more the particles will stay on that path. The problem with this is that the particles will start grouping themselves to very small spaces, so I added a vortex forcefield with strength 3 and inflow 5 and a keyframed maximum set to 0, which started growing to about a maximum of 6 at about 150 to 200 and shrank back to 0 again at 250. This broke up those groups in the defined area, which you can especially see when the particles are released again. I then rendered the particles as little halos, which is the first clip you can see.