A prop Rickenbacker 4001 created in MDF and poplar. The buttons are 3D-printed and fret markers made in resin.
Created for an unfinished FLCL Canti cosplay. Unfortunately it is unplayable, but at least the strings are real (if busted)!
A prop Rickenbacker 4001 created in MDF and poplar. The buttons are 3D-printed and fret markers made in resin.
Created for an unfinished FLCL Canti cosplay. Unfortunately it is unplayable, but at least the strings are real (if busted)!







Designed, 3D-modelled and built by hand, for when I was putting together my new computer. The design is inspired by Art Deco with the goal to have a vaulted top to the case.
The 3D models are created in 3DS Max together with Substance Painter for the textures. Once a design was chosen, the model was used as a stepping point for creating a blueprint in Adobe Illustrator that could be used to cut the parts out in 5 mm MDF, using a laser cutter. The vaulted top was covered in EVA-foam, which was then covered up in a single sheet of wood-pattern vinyl. The case was then placed on top of a metal frame which contains the computer components.
The EL wire is powered by the RGB light output in the computer using a connector I soldered on myself. The button panel was too small for the frame’s circuit card, so I had to cut it in half and solder together the connections using wires.





Two Sailor Moon-inspired clock made by commission. As there was only one available image from the front of the clock, I had to turn the 2D view into a 3D object. Used polyurethane resin for the surface as well as EVA foam for details.
The clock is a retrofitted IKEA clock mechanism. Currently in their new homes in the US.


Photoshop of my Yhorm The Giant cosplay.
Used a combination of light adjustment, spot healing, layer effects as well as smoke and glow effects.



Needed a new mousepad and decided to get a personalized one. Designed it in Illustrator, using art from the games OneShot, Hollow Knight, Night in the Woods and Hyper Light Drifter.


Prop for the Hedwyn Pyre cosplay. Every page from the actual game is included in the book, approximately 100+ of them, created through ripped textures compiled in Adobe Illustrator. The book is bound in fake leather and features details in EVA-foam and resin.






I saw a site where I could design myself my own hoodie. Thought “Why not?” and this is the result. The files used for the hoodie have been lost for time but mock-ups from the design phase are included below.






A paperboard gun made for a design course during the first year of my engineering education.
Modelled after the revolver used by the character McCree in Overwatch. A schematic was first created in Illustrator, and the parts were cut out and assembled before lunch.
Undertale: The Lone Human was a fan project I started in 2016, to create a fan game of the popular indie title Undertale. At its height we were circa 8 developers working, with programmers, artists, musicians and writers. The demo can be found here, feel free to give it a go!
It started as a simple hobby project in 2015, when after playing Undertale I wanted to try making my own framework matching the game as close as possible. After having recreated most vital functions of the game, including a battle system, leveling, music controller, animations, items & item management and so on, the natural next step would be to apply it in a project. After publishing my results on Reddit and Tumblr I managed to recruit several other fans of the game.
It was not easy transitioning from being a simple hobby programmer to a leading a whole team, but it was a very good learning experience and with the help of the other developers the quality of the project quickly rose.
Unfortunately due to studies the game never reached full completion, but to preserve the game in some state and not discard the talented work by my co-developers, an “Endpack” was created; an unpolished demo that also shows unused art and music. The images below are screencaps from this demo.