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'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 my bachelor and master thesis are 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 our FireSpark team. You can find 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 with my thesis about Hydraulic Erosion on Arbitrary Heightfields and moved on directly to my master's program, also in Informatics: Games Engineering.
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 our engine.
From around 20 projects I participated in, I also gained advanced experience in structuring small and medium software, as well as working in a team and using version control software like git repositories.