I'm a programmer and procedural generation enthusiast from Munich, currently working at Aesir Interactive.
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'm kind of lazy, so whenever I get the chance of writing an algorithm to do my 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 became more and more advanced in this area up to the point, that I wrote my bachelor and master thesis about procedural content generation. 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.
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.
After graduating from high school, I traveled through New Zealand with a backpack (like probably every second German graduate). After that I started studying Informatics: Games Engineering at Technische Universität München. I completed my bachelor's degree in 2016 and my master's program in January 2018. In March 2018 I startet working at Aesir Interactive as a programmer and as Tech Lead since November 2018.
I have advanced experience in C#, alone and in combination with Unity3D. I also have working knowledge of C++ and OpenGL from writing the graphic related components of a game engine.
Through many small projects in University and my position as Tech Lead at Aesir I gained advanced experience in structuring small and medium software, as well as working in a team. Version control software like git repositories are - of course - a must.