Michael Krekelberg
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Michael Krekelberg Email & Phone Number

Ghoulish Director & Technical Artist at Ghoulish
Location: Greater Melbourne Area, Australia, Australia 14 work roles 1 school
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Current company
Role
Ghoulish Director & Technical Artist
Location
Greater Melbourne Area, Australia, Australia

Who is Michael Krekelberg? Overview

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Quick answer

Michael Krekelberg is listed as Ghoulish Director & Technical Artist at Ghoulish, based in Greater Melbourne Area, Australia, Australia. AeroLeads shows a matched LinkedIn profile for Michael Krekelberg.

Michael Krekelberg previously worked as Director at Ghoulish and Technical Artist - Wood & Weather at Paper House Games. Michael Krekelberg holds Bachelor Of Design (Games) W/ High Distinction, Game Design, 3.9 from Rmit University.

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Ghoulish

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Profile bio

About Michael Krekelberg

I’m a Melbourne-based Game Developer and Technical Artist.According to an online personality quiz, the green vegetable I am most like is a Zucchini.

Listed skills include Team Leadership, Project Management, Unity3D, 3D Modeling, and 9 others.

Current workplace

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Ghoulish
Ghoulish
Ghoulish Director & Technical Artist
AeroLeads page
14 roles

Michael Krekelberg work experience

A career timeline built from the work history available for this profile.

Director

Current

Melbourne, Victoria, Australia

May 2023 - Present

Technical Artist - Wood & Weather

Current

Leading the Technical Art aspects of Paper House's unreleased title 'Wood & Weather'Responsibilities include rendering, custom shaders, lighting, VFX, and asset production/pipeline

Apr 2022 - Present

Technical Artist - Letters To Arralla

Current
Little Pink Clouds

Melbourne, Victoria, Australia

Leading the Technical Art aspects of Little Pinks Clouds' first game 'Letters To Arralla'.Responsibilities include rendering, shaders, lighting, VFX, realtime & editor scripting, art pipeline design, and asset management.

Feb 2022 - Present

Sessional Teaching Staff

Melbourne, Victoria, Australia

Designing curriculum, writing and assessing assignments, and teaching a cohort of ~50 students. My class was focussed on writing HLSL Shaders and real-time lighting systems from scratch.

Jul 2023 - Dec 2023

Lead Technical Artist

Leading the Technical Art on SMG's highly anticipated sequel Moving Out 2

Sep 2022 - Jun 2023

Mid Technical Artist

Leading the Technical Art on SMG's highly anticipated sequel Moving Out 2

Jul 2021 - Aug 2022

Technical Artist

Leading the Technical Art on SMG's highly anticipated sequel Moving Out 2

Jan 2021 - Jul 2021

Sping (2021) - Technical Art

  • Illustrating and preparing 2D game-ready art assets
  • Unique Shaders and VFX
Dec 2020 - Feb 2021

Risk: Global Domination - Technical Art

  • ⦿ Technical Art
  • Designing a 3D Asset Pipeline and Workflow for all Artists
  • Creating a new standardised Family/Library of Shaders to be used for all new 3D assets
  • Improving/updating lighting and shading in Project
  • Unique Shaders and VFX
Nov 2020 - Jan 2021

Moving Out: Movers In Paradise (2021) - Technical Art, Animation, Art Generalist

  • ⦿ 3D Animation
  • Environmental & Set-Piece animations
  • Unity implementation
  • Rigging and Skinning in Blender
  • Character & Creature Animation in Blender⦿ Technical Art
  • Environmental VFX, Particle Systems, & Shaders
Apr 2020 - Jan 2021

No Way Home (2020) - Animation & Tech Art

  • ⦿ 2D Animation
  • 2D Rigged Character animation (emotions, reactions, dialogue chatter)
  • 2D Character rigging & skinning in Unity/Photoshop
  • Frame-by-frame animation⦿ Technical Art
  • Shaders & VFX
  • Dynamic gameplay elements
Mar 2020 - Aug 2020

Moving Out (2020) - Art, Animation, Tech Art

  • ⦿ 3D Animation
  • 3D Character animation (locomotion, emotions, reactions)
  • Environmental & Set-Piece animations
  • Using Maya & Blender as part of a pipeline
  • Unity implementation
  • Rigging and Skinning in Blender & Maya⦿ Technical Art
Jul 2019 - Jun 2020

Screen It

Melbourne, Australia

  • www.acmi.net.au/events/screen-it/In this role I was 1 of 2 interns that assisted ACMI staff in the organisation of the 2018 Screen It Competition - The national competition for student filmmakers, animators and game.
  • Judging and critiquing design of submissions as pre-judge for competition
  • Collection and organisation of entrant information & file management
  • Corresponding with relevant ACMI staff members⦿ Digital editing -
  • Capturing footage of relevant gameplay
  • Video editing in Adobe Premiere
Aug 2018 - Nov 2018

Education Support Officer - Studio Arts

Traralgon Secondary College
  • My roles included:
  • Designing lesson plans for medium-sized classes, students in Year Level 10-12
  • Presenting short lessons on Digital Art, Studio Arts, and Photography
  • Assisting teaching staff with classroom management
  • Working with Education Aides to assist special-needs students
Jan 2016 - Dec 2016
1 education record

Michael Krekelberg education

FAQ

Frequently asked questions about Michael Krekelberg

Quick answers generated from the profile data available on this page.

What company does Michael Krekelberg work for?

Michael Krekelberg works for Ghoulish.

What is Michael Krekelberg's role at Ghoulish?

Michael Krekelberg is listed as Ghoulish Director & Technical Artist at Ghoulish.

Where is Michael Krekelberg based?

Michael Krekelberg is based in Greater Melbourne Area, Australia, Australia while working with Ghoulish.

What companies has Michael Krekelberg worked for?

Michael Krekelberg has worked for Ghoulish, Paper House Games, Little Pink Clouds, Rmit University, and Smg Studio.

How can I contact Michael Krekelberg?

You can use AeroLeads to view verified contact signals for Michael Krekelberg at Ghoulish, including work email, phone, and LinkedIn data when available.

What schools did Michael Krekelberg attend?

Michael Krekelberg holds Bachelor Of Design (Games) W/ High Distinction, Game Design, 3.9 from Rmit University.

What skills is Michael Krekelberg known for?

Michael Krekelberg is listed with skills including Team Leadership, Project Management, Unity3D, 3D Modeling, Traditional Animation, Maya, Blender, and C#.

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