For our customer Audi we created this showroom point-of-sale application which features a full configuration for all of their car models with customized camera perspectives, cinematics and environments. Applications on and above these features
have also been developed for other automotive clients.
Developing application logic in C++ and Blueprints
Developing camera movements
Developing Virtual Reality support for Oculus anf Vive
Working at MackeVision Medien Design GmbH, we created the KIA Rio app for WebGL, iPhone / iPad, Android devices.
It features a full configurator for a the KIA Rio car with more than 30.000 configuration possibilities - all runnable
in WebGL using custom optimizied shaders and greatly reduced geometry. 3 different environment with a day / night lighting setting and animations of doors, glove box and sunroof.
Coding C# and UI design integration in Unity3D
ShaderLab development of mega shaders using shader_features
Creating artist friendly tools for pipeline automation
Implementation of states / application flow for best user experience
Implementing HDR features that even work for WebGL
Optimized geometry and content for low download size in WebGL
Optimized shaders and geometry for iPhone / iPad. App Store release
Working at MackeVision Medien Design GmbH, we've created several visualizing products for high-end detailed visualization using the latest technologies available. As a Lead Technical Artist and Senior Realtime Developer I've been involved
in the architectual design, development, refinement as well as project management.
Shader and effect creation in Unreal Engine 4
Professional development of business apps using Unreal engine 4
C++, Blueprint development and editor tools and enhancements
Developing complex and reusable dynamic camera and animation systems
Architecture of big software applications. One core, multiple derivated projects
Development in Angular for a tablet website communicating with the application
Virtual reality integrations for HTC Vive and Oculus Rift for plug-and-play-switch Oculus / Vive / Touchscreen
Creation of QA processes and testing environments
Buildserver integrations for Unreal Engine deployment processes
Management of versioning software using PerForce, GIT and SVN for all employees
Technical lead for employees for architectual, software concepts and creative development
Calculations, management and disposition of task for successful delivery of clients products
Project management using a scum based workflow using versions, components, epics
Responsible for stability and performance of the applications for the clients
End of 2015, I've been working at Made Apps for 4 months working with the Unreal Engine 4, modelling high and low poly meshes in Maya for perfect "no-hard-egdes" baked in-game models and creating base
textures using
Substance
Painter.
Substance Painter: Bake high polymodels on low poly models - base texturing with texture masks
UE4: Creating shader & materials for performance optimized decals
Scluptris: Sclupting stone elements for high poly baking
High and low poly modelling, UV creation for soft edges
MEL scripting to automatize the working set export mesh hierarchy
2014 - 2015
Commander Cherry's Puzzled Journey for Kinect and PS4 Camera
2014, André Noller and me started a new company (called Grandé
Games) for creating our own game idea, Commander Cherry's Puzzled Journey, for Xbox One Kinect and PlayStation 4 Camera using Unity3D and FMOD® SoundSystem.
3d modelling and rigging characters for a 2D look in Blender
Graphic design for the game
Background art design and implementation
Character animations and interactions
Creating shader for special FX using Unity's ShaderLab language
Programming algorithms for camera user silhouette segmentation for PS4
Working at redhotmagma, creating business management software in Adobe® Flash Builder, mainly focussed on creating user interfaces for mass data display, organisation and modification.
GUI programming in Adobe® Flash Builder
Business logic programming
Client-Server communications in Actionscript 3 (AIR)
At zeros+ones, I programmed the e.on web-special native iPad app. With animations, videos, interactive areas, this app explains the eHome package from e.on.
At zeros+ones we created the introjuice iphone-app in a small team, enabling a friend-to-friend search and matching to use at conferences any type to find new partners and friends.
Part of 2 programmers for the app working with Subversion
My thesis about touchless gestures in 3dimensional space.
Using two infrared cameras, a depth field is calculated to get informations about the user's hand position in the room relatively to the camera's position.
In the application, the user can navigate with his hand through a flash interface to get informations about study relevant topics.
C++ hand gesture recognition using OpenCV
C++ socket application for hand-gesture-input-to-flash exchange
Camera depth maps using two infrared cameras
Hand recognition using own algorithms mixed with OpenCV
Live content feed from university server for flash GUI
Flash ActionScript 3 GUI design and programming
2008
Setra website relaunch
At the end of my intership at zeros+ones I programmed the Setra flash-based website frontend.
It featured backend administration and on-the-fly language switching as well as a lot of smooth classy animation and 3D bus animations.
Creation flash website application for existing graphics design
On-the-fly language change features
Dynamic content via XML structures
Dynamic modul reloading for interchangeable created content
PHP backend server communications for customized content and interaction
2008
AMD Platforms
During my intership at zeros.ones I participated in the relaunch of AMD's new AMD Platforms campaign. My part was the programming of the subpages within animations and special effects.
Creation flash website application for existing graphics design