| 2019 – present | Aspiring PhD in Computer Science | TU Dortmund University |
| 2015 – 2019 | Master of Science, Computer Science | TU Dortmund University |
| 2011 – 2015 | Bachelor of Science, Computer Science | TU Dortmund University |
| 2008 – 2011 | IT Specialist – Application Development | Materna Information & Communications SE |
| 1998 – 2007 | Abitur (German higher education entrance certification) | Comenius Gymnasium Datteln |
| 1994 – 1998 | Elementary school | Josefschule Datteln |
| 2019 – present | Research Associate | TU Dortmund University, Department of Computer Science, Algorithm Engineering |
| 2016 – 2019 | Research Assistant | TU Dortmund University, Department of Computer Science, Algorithm Engineering |
| 2015 | Application Developer (Java) | Materna Information & Communications SE |
| 2011 – 2015 | Student Assistant (Java Developer) | Materna Information & Communications SE |
| 2008 – 2011 | Trainee (Application Development) | Materna Information & Communications SE |
| 2025 | LZ-End-komprimierte Suffix-Arrays mit effizientem Zugriff | Bachelor's |
| 2024 | Parallelisierung einer speichereffizienten Approximation der LZ77-Faktorisierung | Bachelor's |
| 2022 | Constructing Wavelet Trees with SIMD Instructions | Master's |
| 2021 | Grammatikkompression mit dem Enhanced Suffix Array | Bachelor's |
| 2021 | Evaluation von Sliding-Window-Algorithmen zur Berechnung der Lempel-Ziv-77-Faktorisierung | Bachelor's |
| 2021 | Hybride parallele Konstruktion von Wavelet Trees | Bachelor's |
| 2020 | Approximation der LZ-Zerlegung | Bachelor's |
| 2019 | Plagiatserkennung als praktische Anwendung des Suffix-Arrays | Bachelor's |
| 2025/2026 | Visualisierung zur Ausführung von C-Programmen (Master-level project, Computer Science, TU Dortmund University) | Co-supervisor |
| Summer 2025 | Grundbegriffe der Theoretischen Informatik (Bachelor-level course, Computer Science, TU Dortmund University) | Excercises, assignments, examination |
| Summer 2024 | Datenstrukturen, Algorithmen und Programmierung 1 (Bachelor-level course, Computer Science, TU Dortmund University) | Excercises, assignments, examination |
| Winter 2021/2022 | Digital Entertainment Technologies (Bachelor-level project, Computer Science, TU Dortmund University) | Supervisor |
| Summer 20101 | Seminar Advanced Data Structures (Master-level seminar, Computer Science, TU Dortmund University) | Co-supervisor |
| Summer 2021 | Digital Entertainment Technologies (Bachelor-level project, Computer Science, TU Dortmund University) | Supervisor |
| Summer 2020 | Seminar Advanced Data Structures (Master-level seminar, Computer Science, TU Dortmund University) | Co-supervisor |
| 2019/2020 | PlaDS (Platzeffiziente Datenstrukturen) (Master-level project, Computer Science, TU Dortmund University) | Co-supervisor |
| Summer 2019 | Seminar Advanced Data Structures (Master-level seminar, Computer Science, TU Dortmund University) | Co-supervisor |
| Summer 2019 | Proseminar Parallele Algorithmen (Bachelor-level seminar, Computer Science, TU Dortmund University) | Co-supervisor |
My goa trance project started in 2013, under which I produced two full-length albums next to various EPs and compilation releases and played a number of live sets.
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Together with Joost in 2016, I took over the small label Goa Trance Music and produced a CD compilation with the concept of a time travel from oldschool to newschool goa trance.
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Experimental music, mostly downtempo on hip-hop-ish beats. This projects has been going since the early 2000s, but there has only been one album release.
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Starting with really strange music around 2003, Florian and myself remixed video game music released as the Super Musical Entertainment System.
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Pushing eJay Dance 3 to its limits in the early 2000s, Matze and myself produced various tracks in different genres, though mostly inspired by Electro House music.
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In the mid 2000s, four friends and myself founded this death metal band, which sadly parted ways after graduating school. We has several gigs and did a few studio recordings.
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This is four guys, myself included, covering the famous German hip hop group Die Fantastischen Vier, re-writing the lyrics to be all about beer (explicity excluding Hansa).
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Glump is a Bavarian term for "stuff". Under this fictive record label, I collect all kinds of music that I produced over the years, including much of the aforementioned.
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Using MinecraftStats, Minecraft server owners can display their players' statistics on a ranking and award-based web frontend.
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Modern music streamers lack the feature to play a truly random track from their entire database. This open source tool does that via deezer.
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From 2015 to 2020, I helped raise the TU Dortmund Compression Framework (tudocomp), which also backed several academic works of myself and others.
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From 2012 to 2015, I developed the official Java binding of the Simple Fast Multimedia Library (SFML) based on the Java Native Interface (JNI).
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During my professional career as software developer at Materna SE from 2008 to 2015, I worked on network discovery and monitoring tools.
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My first full-fledged indie game project started in 2017 attempts to bring back the early 3D more casual pro wrestling gaming experience.
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This clone of Bomberman 64 multiplayer mode is the result of a 2014 university assignment on game development with Unity.
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As a university assignment on software projects in 2013, fellow students and myself implemented the board game Fantasy Pub.
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Accompanying the development of JSFML in 2012, I wrote this simple shooter where the task is to shoot asteroids and break the highscore.
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A complete standalone roleplaying game mutator for Unreal Tournament 2004 based on ideas introduced in UT2004RPG and DruidsRPG, developed between 2008 and 2014.
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A modification of the four-team Capture the Flag game mode (CTF4) for Unreal Tournament 2004 to support vehicles – chaos ensues. This includes a set of maps and vehicle reskins.
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In 2009, I started development on a ROM editor for Lufia 2: Rise of the Sinistrals (Super Nintendo Entertainment System). It allowed editing maps, monsters and items, but was never finished as the target community was extremely small.
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As the next level of extending modability of Command & Conquer: Yuri's Revenge, in 2008 I provided a C++ API and wrote a program to load precompiled libraries into the executable at load time, eliminating the need for low level edits.
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RockPatch was a revolutionary assembly-level modification of Command & Conquer: Yuri's Revenge opening new possibilities to modders, that, in 2005, started a new wave of modding the game. It is still going on almost 20 years later.
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In 2004, I developed several utilities to generate GameShark codes for GoldenEye 007 (Nintendo 64), most notably a Weapon Set Editor that allows customizing the weapon distributions in the iconic multiplayer mode.
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