This eclectic collection contains older personal work, finished images as well as sketches, speed-paintings, doodles, or simply stuff that doesn’t fit anywhere else.
If you get all nostalgic from classic “vintage” computer art, this gallery is for you. 320 x 200 pixels. 256 colors or less. Done with a mouse (no fancy tablets). Everything created pixel by pixel, and all images presented in PNG format to preserve the signature hand-pixeled look.
I have these unpredictable, periodic bursts of interest in photography. I’m particularly fond of strange and minimalist aesthetics in general. It’s a point of view I found helpful when it comes to capturing objects, locations and people in those elusive moments when they briefly reveal their – for lack of a better term – “transcendent essence” that goes mostly unnoticed […]
Back in 2004, kind of out of the blue I got the awesome opportunity to work on the video-clip for “Everything I’ve known” by Korn.
The switch from the relatively smallish platformer environments of Jak3 to absolutely humongous online-enabled racetrack-levels had its own set of unique challenges, but it all turned out to be very fun and rewarding at the end. I built and designed most of the look of several levels including Kras City, which could be considered the main hub of the game: the awesome intro takes place here, and it makes an appearance even on the box.
In a nutshell: Jak3 rules! Well seriously, to work with all those talented people on something which I firmly believe to be one of the greatest videogames ever (yep, EVER) made on any platform had been quite stimulating, to say the least.
In case you have been living under a rock lately, The Incredibles is based on the awesome computer-animated feature by Pixar Animation Studios about a family of superheroes forced to “blend in” and live undercover suburban lives.
It should probably be illegal for a project to be as much fun as Spongebob was.
Being a huge fan of the cartoon-series definitely helped, but the people I worked with were the real icing on the sponge-cake.
2002 | Luxoflux | Activision | PlayStation2 | XBox | GameCube | Driving action I intermittently worked on True Crime only for about 6 months while trying to get other projects at Luxoflux going. During that time I created around 40+ buildings, several characters and assisted in prototyping certain effects and features.
Ghostworld started off as an original character-driven game with a unique theme, visual style and a lot of potential to become something extraordinarily entertaining.