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Mag. art. Patricia Schenk

ABOUT

For almost 8 years, I have been working as a game designer and concept artist in various respected companies in Berlin and Vienna. I started with a classical education in painting und sculpting. While studying Experimental Art in Linz, I began to focus on digital Illustration.

EDUCATION

  • 10.2017-06.2021 computer science at FH-Technikum, Vienna (www.technikum-wien.at)
  • 06.2002 Graduation at the University of Arts and industrial Design, Linz
  • 09.1993-06.1996 Education in classical painting and new media at vienna art school

JOB HISTORY

  • 13.09.2021-28.02.2023 snap Consulting, Vienna: ABAP developer
  • 03.2021-08.2021 internship, 3D-research institute VRVIS
  • 01.03.2015-30.06.2016 Gamomat, Berlin: lead artist
  • 04.03.2008-28.02.2014 Novomatic: game designer and senior concept artist
  • 2007 Nikola Vujasin, restorer: creation of conservation reports and submissions
  • 05.10.2004-31.10.2006 Biomarkt Maran: inventory manager and graphic designer
  • 2002-09.2004 self-employed
  • 1996-2002 Theater Phoenix, Linz: stage construction

PROJECT HISTORY

  • 2003-2004 Nicholas Treadwell, art gallery „Die Station“: gallery assistant
  • 2003 Gosh City Kulturverein: frame by frame animator (downtownmovie.org)
  • 2002-2004 Linzer Landesmuseum (Mag. Gerhard Katzlberger): codesigner and coorganisator, e.g. for the Friedrich Gulda Exhibition – „Befreite Klänge“
  • 1998-2001, Ars Electronica Center: graphic designer and webdesigner
  • 1998-1999 Archimedia Research Institute: camera and videocut for the project „Eine Oper für Büropa“ (Rehearsals at Mozarteum Salzburg, Premiere at Brucknerhaus Linz)
    ILLUSTRATION SKILLS
    Adobe -Photoshop, -Illustrator, -Premiere -AfterEffects
    Maxon Cinema 4D
    Unity
    AVID
    AWARD
    1998 International Contest Future Vision Work (Framed by the Exhibition Work& Culture, Landesmuseum Linz) – Best project in the category „media“

  PHILOSOPHY OF WORK

A trustful and close client artist relationship is an important base for offering the best possible support. Specific briefings are always helpful and welcome. Fortunately, I never lack of good ideas, so together we can realize galaxies of different worlds, armies of characters and many, many awsome games and films. Finding a convincing punchline at the beginning eases the workflow. After that, scribbling can start and it’s great when you see that everything matches after a while. For me, the most successful projects are the result of effective synergies.