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Game direction, game design, 3D art
A local PvP game about doing your weekly shopping while the world ends, in a supermarket stitched together from four dimensions. Team of 10 at Filmakademie Baden-Württemberg.
On Steam ↗Game developer · 3D artist · Unreal Engine 5
Hi, I’m Philipp. I make games and animated shorts, mostly in Unreal, and usually somewhere between 3D art, storytelling and messing around in the engine. Here’s what I’ve made.
The last few minutes of a guy working for a surveillance company, who starts to doubt what he’s doing there.
My first big Unreal short, made at FH Salzburg with one colleague. I directed it and did almost everything you see in Unreal: animation, set dressing, lighting and rendering. It ended up in the Unreal Student Showcase 2023, which I’m still pretty happy about.
Watch Spin


I blocked out every shot with mannequins first to figure out cameras and timing, then built the set, lights and animation on top of the same cameras.
Everything in Spin was put together by me in Unreal and animated with Sequencer: MetaHumans, video textures, lighting and cameras.



A narrative boat jump ’n’ run about being ghosted by your best friend. You steer a little boat through the main character’s inner world while getting chased by a vicious fear serpent.
Off Course was our bachelor project at FH Salzburg, with a team of 10. I did the art direction and a lot of the tech art, and wrote my thesis on getting UE5 to look like an expressionist painting. One of my favourite moments when playtesting was watching two little kids share one keyboard to beat the game together.


Each level started with story beats from our writer and a blockout from our game designer. I collected references, painted a quick concept to nail the mood, and then built it.


Every surface in the game inherits from one parent material with colour and strength controls, so we could keep changing the look until the very end.
Art went on its own layer over the designers’ blockout, so we could both keep working without breaking each other’s stuff.
I made the boat’s water splashes and dash effect in Niagara and hooked them up to the gameplay with Blueprints.
Whenever someone got stuck on a collision or didn’t know where to go, that bit got another pass.
A cozy roguelite about packing a backpack full of weapons and fighting through thousands of pixel zombies.
I spent my internship at Pixelsplit making environment assets for the randomly generated maps and getting them working in Unreal: hundreds of imports, fixing shading, scale and collisions. Some assets had to be destructable, so I split them up into parts for a Chaos geometry collection. I also assembled houses and structures in Blueprints as templates for the world generator.
Early Access launch trailer
Asset gyms and building templates from my time at Pixelsplit. All modelled and painted in Blender, then set up in Unreal with materials and collisions. The cars are split into parts so they can be blown up.
Game direction, game design, 3D art
A local PvP game about doing your weekly shopping while the world ends, in a supermarket stitched together from four dimensions. Team of 10 at Filmakademie Baden-Württemberg.
On Steam ↗
Watch
Direction, art direction, 3D art, compositing
An experimental animation about AI systems that start feeding on their own data until they all go mad. Team of 4 at FH Salzburg.
Student Merit, Young Ones ADC 2025 · Animation
Award entry ↗
Art, design, whatever was needed · co-organiser
I love jams. I’ve done nine so far and helped organise the one at FH Salzburg. Mostly silly games, but I learned a ton about working in a team and what actually matters in a short time.
See them ↓

















