I'm a programmer and procedural generation enthusiast from Munich.
I love to create things by hand as well as digitally. When I'm creating something my biggest concern is to get results that look and feel good, that fit into the setting they were made for. Also, I don't like repetitive work, so whenever I get the chance of writing an algorithm to do that work, I won't miss it. And so I developed a love for 'creating things, that create things', better known as Procedural Content Generation. Over the last years I more and more advanced my knowledge in this area. By now I not only wrote my bachelor and master thesis about procedural content generation, but also held lectures at TUM about it. I collect my resources in this blog post for everyone to enjoy.
Some of the projects I'm most proud of are my bachelor's thesis about Hydraulic Erosion on Arbitrary Hightfields and my masters's thesis about Story Guided Procedural Generation of Complex Connected Worlds and Levels for Role Play Games.
Some other projects are available online for you to enjoy.
Of course I participated in many other projects over the years, some big, some small, some alone and some with others. You can find some of them by simply scrolling down.
Please don't hesitate to get in touch under firstname.lastname@example.org!