![](https://exposure2023.hku.nl/project-assets/633/985781bd5017f55587ffff0f521e0eafb13f97b0c86d240ebeefd0e36b9ae200b2f9e5f283b779bde8e7b9218d5d7c924b223fa29f9dd210a2ef9be5c0c2cf31.jpg)
Artist statement
My main priority is to make banger games. At first, I thought that meant that I would be making a lot of great art. But nowadays, it seems that my job is mostly figuring out ways to make as little art as possible. I strive to create art that is human and packs a punch, but still allows indie and solo devs to develop great games smoothly and iterate quickly. Lo spec art, tech art and pipelines are my home turf.
Ambitions
I am currently working as an artist for a startup, but I hope to one day be able to sustain myself with just my own games. For that I wish to gradually build a community for the games I am making. I hope my first big solo project, Demigothic, will get a dedicated fanbase and let me live off what I love.
Learned during the studies
More than any specific lesson, I am grateful to HKU for the opportunities it has given me. I became an artist for Kami Games thanks to school contacts, and Demigothic originally started as homework for a seminar with Dion Koster from Team Reptile. Most of what I learned about tech art and pipelines I learned by experimenting at Kami Games, and Dion's seminar helped me learn how to make MVPs and iterate quickly. I wouldn't be where I am now without those projects.