Beffio Studio — Poznań, Poland

“We don’t limit ourselves to only art concepts created by traditional methods, e.g. sketching. We try to challenge ourselves every day by trying new tools. We can create huge locations and have control over every aspect of the environment by combining our artistic expertise with technology and tools, custom scripts, procedural material creation, etc. As technology advances, graphic limitations are...

GAMEPACK Studio — Kiev, Ukraine

What will be the next big thing for Game Art Design? “We are moving forward and starting developing our own games and it requires a lot more work than just making beautiful art. We believe there should be some kind of harmony between all aspects of a game to give a player a high-quality experience from it, including its art....

Entei Ryu — Tokyo, Japan

“If the last big thing for game art design was the transition from traditional tools to digital media, then I think the next big thing will be the introduction of AI, interactive and procedural technology. Technology saves cost on projects, optimizes workflows, and frees designers from repetitive labour and unleashes creativity more efficiently. More daringly, I imagine that the design...

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Arvydas Brazdeikis — Lithuania

What would be the next big thing for Game Art Design? “First, a turn to more fleshed-out nu-skeuomorphic design in big titles, as a response to a lengthy period of minimalism. Every next art trend seems to be born as some sort of counter-movement to what came before. Second, that early 2000s look, a so-called ‘Y2K’ design, might experience a...

Arvydas Brazdeikis — Lithuania

What would be the next big thing for Game Art Design? “First, a turn to more fleshed-out nu-skeuomorphic design in big titles, as a response to a lengthy period of minimalism. Every next art trend seems to be born as some sort of counter-movement to what came before. Second, that early 2000s look, a so-called ‘Y2K’ design, might experience a...