My Background
Currently based in Munich, I am a 3D Artist driven by a deep-rooted passion for history and art. My work focuses on the digital reconstruction and preservation of cultural heritage.
My clients are typically museums, cities, video game studios, multi-media studios and universities.
I research, digitally restore and rebuild history, while closely working together with archeologists and historians.
By creating immersive and engaging reconstructions - I want to spark the imagination of the audience and create a sense of wonder and awe!
My aim is to provide both: Highly detailed, accurate and scientifically-grounded reconstructions for academic and research purposes, as well as emotionally impactful, immersive and engaging experiences for the general public.
Have a project in mind?
Get in TouchFocus on Realtime Rendering
Most of my projects are rendered in realtime, using Unreal Engine. Compared to traditional offline rendering, achieving the same visual quality in realtime is significantly more challenging.
So why prioritize realtime?
Because once a realtime-ready 3D reconstruction is created, it becomes far more versatile. A wide range of derivatives can be generated from a single optimized model - without the need to rework or adapt entire workflows.
By adopting a realtime approach from the outset, I optimize the process early and enable a wide range of applications - significantly reducing the need to repeatedly revise, adjust, or rebuild assets later on.
The threshold realtime engines must hit to feel smooth and respond to user input.
Compared to traditional offline rendering, where computing a single image may take several seconds or even minutes, realtime rendering requires a well-designed workflow.
Through selective geometric simplification and other optimization techniques, realtime projects can achieve visual fidelity close to offline rendering - while taking less time to render and unlocking interactive applications a static renderer simply can't provide (such as VR, 3D viewers, games etc.).
Art not made by AI
Generative AI can be useful as a research assistant if used carefully - but I believe it should not be part of any of my art-related workflows.
Apart from ethical considerations, I am not a fan of the uncanny look that AI-generated content produces. Audiences have also become incredibly good at spotting AI-generated content, particularly younger generations. Many of them will dismiss it as lazy and inauthentic (“AI-Slop”) immidately - even if the content was to be “historically accurate”. On the opposite side, those less farmiliar with generative AI will often trust it blindly, believing the images or videos to be accurate or real. AI content seems to provoke exteme reactions, with little in between.
Commitment to Accuracy
Historical reconstruction is not only about visual quality, but also about credibility. I aim to make every reconstruction as accurate as possible based on available evidence.
Depending on the project, this includes research, cross-checking references, and close coordination with archaeologists, historians, and other experts to ensure that even the smallest details are evidence-based.
Available evidence is rarely consistent across every part of a model. Some parts can be reconstructed with a high degree of confidence, while others require informed conjecture.
I document and visualize the reasoning behind each reconstruction, distinguishing evidence-based elements from hypothetical ones, so curators, researchers, and audiences know exactly what they are looking at.

