Sharping the axe: Efficiency in Concept Art
Senior concept artist with longstanding experience in gamedev, commercials and animation. I’m connected with Techland since 2006 and during this time I had a chance to experience a lot of adventures and learn new skills. During that time I grew and have been lead for over 5 years, art director (mobile games) and character art director. Currently creating immersive and complex sets of emotionally envolving elements for Techland’s AAA game, focusing on cohesion, visual attractiveness and intense feelings of believeble world. Projects: Call of Juarez series, Dead Island series, Shortbreak Studios mobile games, Hellraid, Dying Light preproduction. Currently working on Techland AAA massive project.
If I have three days to cut massive tree I would sharpen my axe for two days. How thinking puts impact on designing elements for games. Sharing new conclusions after 11yrs of designing various elements for various games with various teams. What payed of, what failed while creating immersive, fun and mature games. About preparation, mindset, pipelines and processes of designing consistent elements.