// Professor · Researcher · Creator
Prof. Dipl.-Inf. · Creative Technologies & Digital Art
Game developer, VFX engineer, and professor at Hochschule Darmstadt — building worlds from code since 2005. Creator of World Creator, deployed in AAA productions from Call of Duty to Star Wars. Researcher at the intersection of space exploration and games.
About
I build the technology that makes digital worlds breathable — real-time rendering engines, procedural terrain systems, and the tools that let artists paint entire galaxies.
As Professor for Creative Technologies in Digital Art at Hochschule Darmstadt (h_da), I bridge the gap between bleeding-edge graphics programming and artistic expression. My work spans academia and industry: from teaching shader pipelines and generative AI in the lecture hall, to seeing my tools used in Call of Duty: Warzone, Star Wars: The Mandalorian, and Unreal Engine 5 demos.
With roots in demoscene culture — creating the world's first DirectX demo engine in C#.NET in 2005 — I have always pushed real-time graphics into uncharted territory. My company BiteTheBytes GmbH develops World Creator, a professional terrain generation tool used by studios worldwide and in space research applications.
Beyond the technical, I am deeply invested in the broader ecosystem: I hold the position of 1st Chairman of the DGSW (Deutsche Gesellschaft für Spiel und Wissenschaft), sit on the Advisory Board of the Stiftung Digitale Spielkultur, and serve on the Research Panel of the DLR (German Aerospace Center) on space exploration topics.
Roles & Affiliations
Technical Expertise
Languages & Tools
Audio
Join me for conversations at the intersection of game development, computer science, and digital culture. I talk with researchers, developers, artists, and thinkers about the technology shaping interactive entertainment — from shader programming and procedural generation to generative AI, space exploration, and the future of games as a scientific medium.
Whether you're a developer, researcher, or simply curious about what goes on behind the screen, pull up a chair.
Topics covered
Academic & Industry
Peer-reviewed research, industry magazine articles, and international conference contributions spanning game technology, AI, and space exploration.
Career
A career built at the intersection of academic rigor, technical innovation, and creative vision.
Academic Positions
Industry & Education
Beyond the Code
When I'm not writing shaders or teaching game engine architecture, you'll find me…
PPL(A) pilot with JAR FCL certification. Flying is the perfect companion to digital flight simulation — there's no better way to understand aerial camera work and VFX than actually being up there.
Deep interest in analog game design informs my digital work. Analyzing turn-based mechanics, spatial reasoning, and player psychology in board games has directly influenced my research into digital game adaptations.
Member of the DLR Research Panel on space exploration. Collaborating with ESA on citizen science games that contribute to real lunar and planetary research.
Started in the demoscene — the underground art movement pushing hardware to its absolute limits. Those early days of writing real-time demos with zero budget built the technical intuition that still drives my work today.
Studied at Boston University (USA), lectured across Germany. Teaching across cultures — from game jams to formal lecture halls — informs how I communicate complex technical ideas.
As 1st Chairman of the DGSW and Advisory Board Member of Stiftung Digitale Spielkultur, I work to strengthen the bridge between games research, culture, and mainstream recognition.
Get in Touch
Whether you're a student, researcher, industry partner, or journalist — I'm happy to hear from you. For academic inquiries, collaboration proposals, speaking engagements, or press requests.