Hello, I am a Senior Art professional with over 25 years of experience in the games industry, currently looking for a new challenge in an Art Lead, Senior 2D Generalist, or Technical Art role. I am based in Hamburg, Germany, and looking for remote or local opportunities. My profile is unique as it combines 15 years of experience in established studios (e.g., Bigpoint) with 10 years as a solo developer and freelancer. Key Highlights of my Profile: Full Cycle Development: I recently shipped my own title, "Leif’s Adventure: Netherworld Hero," on PC and Nintendo Switch, handling everything from Art Direction and Character Design to C# Scripting and Console Porting. Technical Art Specialist: I am highly proficient in the Spine-to-Unity workflow. I don't just create 2D assets; I rig, animate, and implement them directly into the engine to ensure peak performance and visual quality. Versatile Artist: My portfolio covers Character Design, UI/UX, Environment Art, and Illustration in various styles (from high-end mobile to console aesthetics). Leadership Experience: Most recently, I served as an Art Lead at gamegame, where I managed art pipelines and creative direction. Given my extensive background in both the creative and technical sides of game development, I am particularly interested in roles that bridge the gap between Art and Engineering, or Senior/Lead positions where I can mentor teams and streamline production pipelines. I have attached my current portfolio and am available for an interview to discuss how my veteran experience can support your clients' upcoming projects. Best regards, Roman Fuhrer

Roman Fuhrer

Hello, I am a Senior Art professional with over 25 years of experience in the games industry, currently looking for a new challenge in an Art Lead, Senior 2D Generalist, or Technical Art role. I am based in Hamburg, Germany, and looking for remote or local opportunities. My profile is unique as it combines 15 years of experience in established studios (e.g., Bigpoint) with 10 years as a solo developer and freelancer. Key Highlights of my Profile: Full Cycle Development: I recently shipped my own title, "Leif’s Adventure: Netherworld Hero," on PC and Nintendo Switch, handling everything from Art Direction and Character Design to C# Scripting and Console Porting. Technical Art Specialist: I am highly proficient in the Spine-to-Unity workflow. I don't just create 2D assets; I rig, animate, and implement them directly into the engine to ensure peak performance and visual quality. Versatile Artist: My portfolio covers Character Design, UI/UX, Environment Art, and Illustration in various styles (from high-end mobile to console aesthetics). Leadership Experience: Most recently, I served as an Art Lead at gamegame, where I managed art pipelines and creative direction. Given my extensive background in both the creative and technical sides of game development, I am particularly interested in roles that bridge the gap between Art and Engineering, or Senior/Lead positions where I can mentor teams and streamline production pipelines. I have attached my current portfolio and am available for an interview to discuss how my veteran experience can support your clients' upcoming projects. Best regards, Roman Fuhrer

Available to hire

Hello,
I am a Senior Art professional with over 25 years of experience in the games industry, currently looking for a new challenge in an Art Lead, Senior 2D Generalist, or Technical Art role. I am based in Hamburg, Germany, and looking for remote or local opportunities.
My profile is unique as it combines 15 years of experience in established studios (e.g., Bigpoint) with 10 years as a solo developer and freelancer.
Key Highlights of my Profile:
Full Cycle Development: I recently shipped my own title, “Leif’s Adventure: Netherworld Hero,” on PC and Nintendo Switch, handling everything from Art Direction and Character Design to C# Scripting and Console Porting.
Technical Art Specialist: I am highly proficient in the Spine-to-Unity workflow. I don’t just create 2D assets; I rig, animate, and implement them directly into the engine to ensure peak performance and visual quality.
Versatile Artist: My portfolio covers Character Design, UI/UX, Environment Art, and Illustration in various styles (from high-end mobile to console aesthetics).
Leadership Experience: Most recently, I served as an Art Lead at gamegame, where I managed art pipelines and creative direction.
Given my extensive background in both the creative and technical sides of game development, I am particularly interested in roles that bridge the gap between Art and Engineering, or Senior/Lead positions where I can mentor teams and streamline production pipelines.
I have attached my current portfolio and am available for an interview to discuss how my veteran experience can support your clients’ upcoming projects.
Best regards,
Roman Fuhrer

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Language

German
Fluent
German
Fluent
English
Fluent
French
Intermediate

Work Experience

Founder and Art Director at OneManOnMars Art & Games e.K.
October 1, 2015 - Present
My focus is on the comprehensive handling of all my clients' graphic needs. I assist them in the development and management of websites, trade show booths, merchandise items, social media graphics, and more. The graphic service covers both digital and print products.
Art Director at Bigpoint GmbH
February 1, 2015 - September 30, 2015
Art Direction on an unannounced Hidden Object Game. I could lead a team of three artists and develop a new art delivery pipeline including scouting and negotiating with a new outsourcing studio.
Art Director at WHOW Games GmbH
March 1, 2014 - January 31, 2015
Art Direction for Social Casino Portal. WHOW developed a completely new social casino platform. I could lead a team of Live artists in developing the main page including UI and UX, and work on casino-styled games for the platform.
Studio Lead Concept Artist at Bigpoint GmbH
December 1, 2011 - February 28, 2014
Experienced in leading and managing artistic teams, overseeing up to 8 direct reports and coordinating up to 12 indirect reports. I excel in crafting detailed art briefs, shaping the artistic vision for new products, and maintaining exceptional art quality while offering constructive feedback. My expertise includes establishing visual workflows and creating comprehensive art guides, including the development of art bibles for new and existing products. I have successfully supported multiple in-house products, translated game concepts into impactful visuals, and organized internal workshops to foster team growth and development. I also provided staffing for open positions and translated written game concepts into visuals.
Concept Artist at Bigpoint GmbH
April 1, 2010 - November 30, 2011
As a Concept Artist I contributed to the visual development of in-house games, creating concepts and illustrations for multiple projects during a period of rapid growth.
2D Supervisor - Graphic Artist at Bigpoint GmbH
September 1, 2006 - April 30, 2010
During a period of rapid growth, I specialized in the Field of Concept Art. As 2D Supervisor, I oversaw the full 2D art pipeline, ensuring quality and consistency across projects, including work on Dark Orbit.
Graphic Artist at Infospace inc.
January 1, 2005 - September 30, 2006
Contributed to marketing artwork, local webpage development, product localization, and additional responsibilities to bolster promotional strategies.
Graphic Artist at elkware gmbh
February 1, 2003 - January 31, 2005
Extensive experience across more than 50 mobile games, from 2D black-and-white pixel art to pioneering early real-time 3D games. Shaped and evolved the art styles for the majority of these projects and drove the artistic vision from inception to execution.
Illustrator / 2D Artist at Software 2000
November 1, 2000 - April 30, 2002
Illustrator/Concept art for 3D in-game assets, focusing on buildings and ships. Created detailed storyboards essential for game trailers and translated conceptual ideas into captivating visual designs.

Education

Mediengestalter - Design Print and Digital at Berufsbildende Schule BV Becker Straße, Hamburg
January 1, 2003 - December 31, 2005
Allgemeine Hochschulreife / Abitur at Gymnasium Alpenstrasse Biel-Bienne
January 1, 1996 - December 31, 2000
Mediendesigner - Design Print und Digital at Berufliche Schule Becker Straße
January 1, 2003 - January 1, 2005
Allgemeine Hochschulreife/Abitur at Gymnasium Alpenstraße
January 1, 1996 - January 1, 2000

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    paper Project: Leif’s Adventure | Multi-Platform Solo Game Development

    🛡️ Leif’s Adventure: Netherworld Hero

    Full-Cycle Solo Game Development | Unity • Spine • Photoshop

    📝 Project Overview

    Leif’s Adventure is a story-driven action-adventure inspired by Nordic folklore, developed over a 7-year journey. As a solo developer, I spearheaded the entire production pipeline—transforming a creative vision into a commercially released title on major gaming platforms.

    The game features a unique dual-character mechanic (Leif & Ghost), challenging boss fights, and a rich, hand-drawn world that supports both Solo and Co-op play.

    🚀 Multi-Platform Success

    I personally managed the technical porting, optimization, and rigorous certification processes for a global release. The game is successfully published on:

    PlayStation 5 (Sony)

    Nintendo Switch

    PC (Steam)

    🛠️ Technical Expertise & Workflow

    🎮 Unity Engine Development

    Core Systems: Architected complex C# systems for gameplay mechanics, AI behaviors, and modular UI.

    Console Optimization: Fine-tuned performance to meet the specific hardware requirements of the Nintendo Switch and PS5.

    Level Design: Designed expansive 2D environments with integrated state-management logic.

    🦴 Animation & Rigging (Spine 2D)

    Utilized Skeletal Animation in Spine to create fluid, professional-grade character movements.

    Implemented advanced animation blending and state machines within Unity to ensure high responsiveness.

    Focused on technical animation to enhance combat feel and environmental interaction.

    🎨 Visual Arts & Illustration (Photoshop)

    Illustrated all in-game assets, backgrounds, and VFX using Adobe Photoshop.

    Developed a cohesive, atmospheric art style that defines the game’s identity.

    Created custom frame-by-frame animations to complement the Spine skeletal systems.

    🏆 Key Milestones

    • 7-Year Full-Cycle Production: Managed all stages from prototyping to final Gold Master.
    • Console Certification: Successfully navigated Sony (TRC) and Nintendo (Lotcheck) submission processes
    • Innovative Mechanics: Integrated a seamless co-op experience and a diverse weapon/stat system.
    • Global Launch: Coordinated a multi-platform marketing and release strategy.

    “A testament to persistence and technical versatility.”

    Leif’s Adventure demonstrates my ability to bridge the gap between high-level art and complex engine architecture.

    Platforms: Available now on PS5, Nintendo Switch, and Steam.