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Bring your project to the next level with my creative services

Discover my high quality 3D services from awesome game assets to full scale architectural visualizations.

Validated in open world generation, I create tools and technical solutions to supercharge your artists workflow.

Proven in TV production, you can rely on my meaningful scene set up, dynamic camera work and editing skills in your cutscenes or trailers.

Collaborations and satisfied clients

3D Art & Motion Design for several video games.

Teamleading & art direction for a promotional kinect football game.

3D & post production for promotional image movies.

Coca Cola
CG-environment & Motion Design for the Xmas marketing.

Cutting & editing live-action trailers for car promotion.

Mercedes Benz
Post production for 360° turntable videos of several vehicles.

Released video game projects

Assassin’s Creed Valhalla
Teamleading / Procedural Art (2020)

Assassin’s Creed Odyssey
Level / Biome / Procedural Art (2018)

Assassin’s Creed Origins
Level / Biome / Procedural Art (2017)

Tom Clancy’s The Division
Environment / Level Art (2015)

Anno 2205
Environment Art / Motion Graphics / Trailer (2015)

Might & Magic Heroes Online
Special FX (2014)

Anno 2070 – Deep Ocean
3D Art (2012)

Anno 2070
Motion Graphics (2011)

Freelance Art (2008)

Assassin's Creed Valhalla

Biomes and Procedural Art

As a Lead Artist, I had the great opportunity to grow and empower a team, so that they can create beautiful experiences autonomously.

I managed and mentored a team in building easy to use procedural solutions. These tools were used by departments around the world to create diverse biomes that players can enjoy.

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Assassin's Creed Odyssey

Level Art

As a Senior Artist on Assassin’s Creed Odyssey I was happy to build several locations and sights around ancient Greece.

By sculpting landscapes, building cities, dressing roads and painting terrain materials, I brought multiple areas around Crete from draft to final.

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Assassin's Creed Odyssey

Biome and Procedural Art
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As a Biome Artist, I had the great pleasure to mentor and lead a team in creating procedurally generated landscapes.

In addition to delivering the arid biome, I took responsibility for milestone planning, inter studio communication and helping the team to reach the artistic vision for all our biomes.

Assassin's Creed Origins

Level Art

As a Level Artist on Assassin’s Creed Origins I created several locations and sights around ancient Egypt.

By sculpting landscapes, building temples, dressing roads and painting terrain materials, I brought multiple areas along the Nile river from draft to final.

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Assassin's Creed Origins

Biome and Procedural Art
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As a Senior Artist in Singapore, I had the opportunity to help establishing a new workflow for automatically generated landscapes.

Being part of the technical art team, we scattered textures, cliffs, roads and vegetation completely procedural with Houdini.

The Division

Environment Art

My visuals reveal stories that took place during and after a virus outbreak.

By creating buildings, dressing streets and adjusting lighting, I brought 15 blocks of New York from whitebox to final.

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Anno 2070

Motion Graphics
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Collaborating with concept artists on storyboards helped me to create several videos with After Effects for Anno 2070.

In collaboration with concept artists, we produced concepts and storyboards used to create several videos in After Effects that were looped.

Anno 2205

3D Assets

My objects are set in a futuristic city-building and economic simulation game. I modeled 3D assets from lowpoly to highpoly, baked and textured physically based shading maps.

Additionally I managed several game features as associate lead artist and trained new employees.

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My Game Production

Self developed projects
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Sphero’s Journey is a rolling ball adventure game for Android. I created it from scratch with Unreal Engine in my free time.

As a freelancer I hire and supervise teams to develop marketing games from start to finish. Taking responsibility for the concept, planning, production, outsourcing, art direction and quality assurance.

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Procedural Tools

Houdini Digital Assets

You are building worlds? With my easy to use generators, everyone can create terrain, roads, towns, buildings and lakes with just a few clicks.

As a Houdini artist, I use node based programming to create and customize tools that supercharge your teams workflow. My art directable procedural approach makes it easy to create large scale environments.

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My Tutorials

Workshops and Videos
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I love to guide others so that they explore and pursue their dreams. In addition to mentoring and advising peers, I also hold team workshops and create video tutorials for the public.

By sharing knowledge and experience with others, I build collaborative, independent and skillful teams. 

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Christian Marzy

Environment & Procedural Artist
+49 15165033642


German: Native

English: Working proficiency



Expert Technical Artist (2020 - now)
Developing Houdini Digital Assets. Building a platform for procedural tools so the team can create content easily.

Ubisoft Singapore

Lead Artist (2016 - 2020)
Managing and mentoring a team in creating procedurally generated worlds and level art for “Assassin's Creed” video game development.

Ubisoft Germany

Senior Artist (2015 - 2016)
Creating Trailers and Cinematics for "Anno 2205" my work included 3D Art, Level Art, Motion Design, Camera Animation, Lighting, Effects & Editing.

Ubisoft UK

Environment / Level Artist (2014 - 2015)
Bringing 15 blocks of New York from whitebox to final, I created buildings, dressed streets and added environmental storytelling for “The Division”.

Related Designs

3D Artist (2010 - 2014)
Creating environments, architecture, vehicles, modular buildings, trailers and cutscenes for "Anno 2070", "Heroes" and other games.

Opium Effect

3D Artist / Motion Designer (2007 - 2008)
Building corporate, TV and on-air design pieces, I created and supported various projects for several major German TV broadcasters and “Yahoo”.


Digital Artist / Project Management (2002 - 2021)
Delivered architectural visualizations, games and marketing videos by myself or hired and managed teams for clients like "BMW" and "Coca Cola".



Houdini Core Masterclass (2018)
By programming generators, I learned how to solve problems for artists and designers with procedural modeling, scattering and terraforming.

The German Film School

Advanced TV Production (2007)
Using real cameras, green-screen and tracking software, our team created 2 live action short movies, enhanced using CG effects and animation.

The German Film School

The World of 3D Professionals (2006)
Learning about storytelling, 3D, lighting, and composition, I created a successful 5 minute short movie solo project from storyboard to final cut.

TV Werk

Video Editor Trainee (2002)
Advanced training for digital cut, visual effects, movie trailers and post production for several TV shows such as “Who wants to be a Millionaire?”

Chip Online

Graphic Artist (2004)
Creation of lead and teaser graphics for the leading German media portal. Work included editing, color-correction and compositing product graphics.

Steinzeit Mediendesign

Graphic Trainee (2004)
Advanced Training related to Spherocam, Quick Time Virtual Reality and 360° panoramas as well as polishing car turntable videos for Mercedes.



3D Art (15 years)

Long term experience in low and highpoly modeling, baking, texturing. Specialized in environment art, modular buildings, vehicles and architecture.

Video game development (12 years)

From research to prototype to content production and shipping. Making video games keeps me excited at all stages. I have shipped games made by myself and in teams up to 500 strong.

Teamleading (8 years)

In my lead positions for several projects, I have developed leadership and excellent organizational skills. I love to share and broaden my knowledge with a team.

Photography & Filming (18 years)

I am skilled in capturing HDR panoramas, getting the right angle for an architectural shot, doing event/travel movies and taking pictures in stereoscopic 3D.

Cutscenes (9 years)

I have a comprehensive understanding of camera animation, lighting and timing. I am also experienced in choosing the right composition, editing and storytelling.

Technical Procedural Art (7 years)

After using XSI and worldmachine I completed a 120 hour Houdini masterclass. I use node based programming and VEX scripting to create and customize tools for open world creation.



Learning focused on goals.
Teaching and conveying to others.
Flexible, learns from past mistakes.
Helps others identify learning styles.


Finds root causes to technical problems.
Sees patterns and finds solutions.
Thorough, makes well informed decisions.
Objective, not swayed by emotions.


Caring and trusting.
Intentional in reaching out.
Builds deep and lasting relationships.
Breaks barriers through authenticity.


Laser like precision.
Prioritizes very well.
Achieves team goals and outcomes.
Manages relationships while focusing.


Highly productive.
Creates efficient systems.
Breaks down complexity.
Creates order in chaos.

Highly motivated by

Responsibilities and structures.
Constantly changing technologies.
Researching, analyzing, finding patterns.
Friendly casual environment.

Unreal Engine
3DS Max
After Effects


Christian Marzy

Environment & Procedural Artist

Headstart Studios GbR
Christian Marzy
Sudetenstr. 58
85622 Feldkirchen
+49 15165033642

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I would love to hear from you. Just drop me a message and I will call or write you back!