Devoted Stories

Devoted Stories
20.11.2025

Behind Every Great Game Is a Great Team: How We Build Ours at Devoted Studios

watch 2 weeks

Ever wonder how your favorite games actually get made? It starts with a great idea, but it takes a well-organized game development team structure to turn that idea into something that’s actually playable.

At Devoted Studios, we support studios through co-development. That means we don’t just create assets and hand them over. We become part of the team. Our tech experts, producers, and artists collaborate with internal teams to create games from the ground up.

One of the ways we support studios is through our Strike Teams. Like a special forces unit, this is expert talent ready to jump in fast and solve complex tasks. These specialized teams integrate into your studio and bring the right skills exactly when you need them.

They’re small, senior-level groups built to plug directly into your production. Fast to onboard, easy to scale, and designed to move with you. No long hiring process. No full outsourcing setup. Just the support you need, right when you need it.

So how do we structure these teams? What roles are involved, and how do they work with your studio day to day?

Let’s walk through the key game development team roles, how they stay connected, and why our setup makes the whole game development process smoother for everyone.

Devoted Studios Core Team: Your Dream Game Makers

Every game project starts with the right people. Here are the key roles you’ll find in a well-rounded game production team and what each of them brings to the table.

The Executive Creative Director makes sure ideas are clear and ready for production

Creative ideas can drift when a project gets busy. Jason Millena makes sure they don’t.

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Jason is our Executive Creative Director. He works closely with both studios and internal teams to make sure the vision stays clear from start to finish. He’s great at guiding teams while keeping things flexible and collaborative.

He’s worked on games like Game of Thrones, Runescape, and Jurassic World: Primal Ops, so he knows how to manage creative direction even on big, complex projects.

Having Jason in the role means there’s always someone making sure the creative vision stays clear, focused, and fully realized.

The creative lead behind the visuals is our Visual Art Director

This is the person who makes sure your game doesn’t end up looking like a mix of five different art styles.

The Visual Art Director guides the overall look and feel of the game. From characters and environments to textures and props, they make sure everything fits together visually and supports the story and setting.

One of our Visual Art Directors worked on titles like Guild Wars 2, Avowed, and Nike’s Airphoria in Fortnite, helping keep the art direction focused and cohesive throughout production.

Want a closer look at how we handle worldbuilding? Read our article on Nike’s Airphoria in Fortnite. Read it here.

Blending design and function is what our Tech Art Director does best

If something looks amazing in concept but breaks when you hit play, this is the person who steps in.

The Tech Art Director connects creative and technical teams, making sure assets work just as well in the engine as they do on paper. They’re the ones solving issues with shaders, rigging, and performance without slowing down production.

We also shared some practical tips on updating from Unreal Engine 3 to Unreal Engine 5 in this article. If you’re dealing with a similar transition, it’s a simple breakdown of what to expect.

Our 3D Tech Art Director keeps complex assets running smoothly

This is the person who steps in when the 3D scene looks great but acts like it’s haunted.

Our 3D Tech Art Directors specialize in solving tricky technical issues that come up during production. From asset integration to performance fixes, they make sure everything runs the way it should.

With personal experience on titles like Guild Wars 2, Predecessor, and Nike’s Airphoria in Fortnite, our 3D Tech Art Director brings the kind of deep technical know-how that helps complex assets run smoothly and fit right into any pipeline.

Movement, timing, and expression come to life with our Animation Director

You can model the coolest dragon ever, but if it walks like a penguin, something’s wrong.

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Harvey Newman is our Animation Director. He’s worked on Warships: Jolly Roger, Dune: Awakening, and more, making sure characters move in a way that feels believable and fun to watch.

He leads the team responsible for how characters move, fight, and interact with the world. That includes close collaboration with both the client’s animation leads and our in-house rigging and tech art teams to keep everything aligned and consistent.

Want to get to know Harvey better? We wrote a whole article about him! Check it out to hear his story, career tips, and thoughts on game animation.

Behind every smooth pipeline is a smart Chief Technology Officer

Every solid video game studio workflow needs someone thinking three steps ahead.

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That’s Flavius Alecu, our Chief Technology Officer. He’s worked on iconic games like Resident Evil, The Last of Us Part II, and Grand Theft Auto, and he leads the tech strategy that keeps our teams moving.

Flavius helps shape how we operate across projects and teams, so our game production workflow stays reliable and ready to scale.

The VP of Production is the one keeping everything on track

You can have the most talented artists and developers on a project, but without strong production, things can quickly go off course.

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Ira Vishnetskaia runs the show behind the scenes. She has led production for major titles including League of Legends, FNAF: Security Breach, and Guild Wars 2.

As our VP of Production, Ira is the steady hand behind the scenes. She keeps timelines in check, teams aligned, and conversations flowing. She’s also the one making sure deadlines are met, expectations are clear, and no detail falls through the cracks.

Want to see how our production team pulls it off? We broke it down here. and see how they keep things moving and projects on track.

How We Communicate with Studios

Clear communication is everything. Our game studio team roles aren’t isolated, we’re constantly working side-by-side with studios through shared tools like Slack, Jira, and weekly check-ins.

We assign dedicated producers to each project, ensuring all updates, questions, and feedback go through a single, clear point of contact. Meanwhile, our directors stay closely in sync with the game studios’ leads so nothing gets lost in translation.

It’s a system that works. Some teams bring us in as their full external game art team, handling everything from concept to final assets. Others tap us for support on specific characters, props, or environments.

So… How Do You Actually Build a Game Dev Team?

A strong game development team structure is key to delivering great results. At Devoted Studios, we help studios quickly scale their teams by plugging in the right game development team roles at the right time. Our flexible model works for everything from full co-dev partnerships to targeted support.

  • We start with the scope. What does the studio need? Full co-development or targeted art support?

  • We build the team. Using our roster of 3000+ vetted artists, producers, and tech specialists, we assemble a team with the right experience.

  • We help game studios stay flexible. Our game co-development model allows game studios to scale up or down depending on the project’s phase.

  • We keep it human. No silos. No miscommunication. Just real people collaborating across time zones, tools, and disciplines.

Why Our Structure Works

Our success comes from structure. We’ve built a game development process that balances speed with quality. When game studios work with us, they work with real people who care about the outcome and know how to deliver.

Our game production team is agile, responsive, and experienced. We know how game studios work from the inside, and we build teams that reflect that.

A great example of this is our ongoing work with Obsidian Entertainment on Avowed. Over four years, we partnered with multiple teams on 2D concept art, 3D characters, large-scale environments, and hero props. We became their go-to team not just for delivery, but for reliability, style alignment, and cross-team collaboration.

“The Obsidian team has been completely satisfied with Devoted Studios’ performance in all aspects – art quality, time management, adherence to style and timeline, communication quality control. Devoted does an excellent job and never hesitates to run the extra mile to guarantee the best outcome. They are always punctual, have impeccable production management skills, offer high quality services and reasonably priced.”

Chris Naves, Lead Art Outsourcing Manager at Obsidian

We’re proud to be an outsourced game development team that doesn’t feel outsourced. You get the flexibility of a service with the consistency of a long-term partner. We call it external game development with a feeling of belonging.

At the End of the Day, It’s All About People

Building games is a people business. The tools evolve, the pipelines improve, but it’s the team that brings everything together.

From producers to artists to tech leads, strong collaboration is what makes it all work. At Devoted, we build teams that understand the craft, the challenges, and each other.

Build Smarter with Devoted Studios

Need to expand your team fast, or fill in the gaps without the stress of hiring? We’re built for that. From concept art to full co-dev, Devoted Studios gives you access to pre-vetted artists, proven workflows, and flexible support that fits your production.

Let’s Talk!

28.11.2023

Test Ruben Orellana: “Know where you are to focus on what you need”

watch 2 years

Devoted: What part of work took the longest to master?

Ruben: Final designs. To be honest I believe I’m still in the process to master it. As a creative you believe that your first idea has the whole potential to be the best. I decided to tell myself that wasn’t enough, that there’s a lot of “something’s missing”. That makes me more focused, more open to changes, trying to increase my techniques, learn from other artists, approach different tools, get the right resources, get the best references and try to be as proactive as I can. One of the most important things in the process is the Feedback. Opinions of others, their perceptions – accepting it as advice will increase your own view on how to be a better artist. That “something’s missing”. In the industry it will help you to understand that teamwork can be the best way to get the Final and the Best Design. For me, the Final Design is just like a puzzle that will never be finished because I always try to include something new. Said that’s “something missing” it will make me focus on keep looking to master it.

Devoted: Someone who would like to do the same thing as you do might face what obstacles?

Ruben: Theory and experience. Theory as a knowledge. Experience, as in resolving problems using the knowledge you have. You can overcome those obstacles with patience. Not all of us could do something really fast. But continuous trying and repeating will lessen your obstacles or change the way you see them. What can make this process less painful is order and focus. Knowing where you want to go. Know where you are to focus on what you need.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2023-11-28T20:07:15+03:00">28.11.2023</time><time class="updated" datetime="2023-11-28T20:20:23+03:00">28.11.2023</time>Posted inDevoted Stories
07.04.2023

Vladimir Novikov: “Don’t Leave Your Home”

watch 3 years

Vladimir Novikov is a 3D Artist from Kharkiv, Ukraine who works with Devoted Studios on different projects. We asked him about his work, life, and inspiration. Read to find out how he became a professional artist at such a young age.

Introduced! Tell us about yourself

1. Let’s get introduced! Tell us about yourself in a few words.

I’m Vladimir, I’m 23 y.o. I like the color red, sports, and spending time with my computer.

 

2. What inspired you to choose this profession?

I wanted to unleash my creative potential while staying at home.

 

3. Reveal a secret sauce of your professional development.

Not to leave home.

 

4. Give some useful advice to your colleagues who are just starting out in the profession.

Don’t leave your homes

 

5. Tell us about the project that changed you as a person.

I believe that it is yet to come.

 

6. How do you see the future of the industry?

The industry has been developing very fast in the past few years, and it’s quite difficult to make suggestions about the future. The one thing is for sure, you need to become a better version of yourself and improve your skills every day, if you don’t want to stay behind.

 

7. What do you want to learn next? (in terms of software, engine, pipeline)

I’m interested in sculpting, want to boost my skills in this field a little bit.

 

8. What keeps you going in this mad world?

Love.

 

9. How do you manage burnouts and unfortunate difficulties as a professional?

I haven’t learnt to manage my burnouts, to be honest. Maybe I have to work on it in the future.

 

10. What’s your dream project?

A project without any feedback with full artistic freedom.

 

11. Where do you find inspiration?

The works of other artists, creative people and their projects, beautiful Tik Tok videos

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2023-04-07T09:05:32+03:00">07.04.2023</time><time class="updated" datetime="2023-10-30T20:59:02+03:00">30.10.2023</time>Posted inDevoted Stories
07.04.2023

Andrii Lukashevich: “Ability to create something new has always given me strength to keep going”

watch 3 years

Andrii Lukashevich is a talented artist from Lviv, Ukraine who collaborated with Devoted Studios on one of its major projects. He is a well-balanced and intelligent artist with a clear vision and real passion for his work. Keep reading to learn more about him and get some important insights.

 

1. Let’s get introduced! Tell us about yourself in a few words.

I’m Andrii, I’m a 3D Artist. I have been studying Computer Graphics for about 3 years, and have taken part in commercial projects for 2 years already. I like everything that is somehow connected to art and entertainment.

 

2. What inspired you to choose this profession?

I wanted to create imaginary worlds and transfer them on screens. I was always excited with video games, visual esthetics, and technical aspects of graphics. That is why I decided to become a 3D Artist. 

 

3. Reveal a secret sauce of your professional development.

My secret sauce is full-time studies and practice. I always keep an eye on new trends and technical innovations of CG, trying to use them in my works. Ability to think critically and analyse information is also very important as it helps a lot.

 

4. Give some useful advice to your colleagues who are just starting out in the profession.

As a newbie you should focus on basic skills such as modelling, baking, texturing. Learn from experienced artists, maybe you should find a mentor or start courses. Also take your time to read the documentation for programs you study.

 

5. Tell us about the project that changed you as a person.

I think it was Grounded. It was the first big project for me, I worked with a big team creating 3D assets. This project has taught me to communicate with my colleagues, manage my time and resolve the problems.

 

6. How do you see the future of the industry?

I see the future of the CG industry in a constant growth of speed and effectiveness of computing systems, that allows to improve detalization and make graphics even more realistic. But I’m sure that stylized projects will still be in demand.

 

7. What do you want to learn next? (in terms of software, engine, pipeline)

I would like to work with photogrammetry to be able to work on more complex and realistic projects. So I want to improve my knowledge of UE and Unity and polish my working pipelines.

 

8. What keeps you going in this mad world?

Ability to create something new has always given me strength to keep going. Also seeing the results of my work is a great reward for me.

 

9. How do you manage burnouts and unfortunate difficulties as a professional?

I try to make brakes, do sports and hobbies to get distracted and freshen my thoughts. Besides, I communicate with colleagues and get support and advice from them.

 

10. What’s your dream project?

My dream project is a video game based on my vision and ideas, that will be able to excite players and take them to the world of fantasies and adventures.

 

11. Where do you find inspiration?

I find inspiration in so many things – nature, art, photography, cinema. Also I follow other talented artists on social media to find new techniques and ideas

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2023-04-07T08:43:15+03:00">07.04.2023</time><time class="updated" datetime="2023-08-10T17:03:11+03:00">10.08.2023</time>Posted inDevoted Stories
20.10.2022

Raymond Yu: “If your work becomes your life, that’s when things become stressful”

watch 3 years

Hey there! I’m Raymond Yu, and I am a concept artist based in Los Angeles. I will say it’s been a wild ride during these times, but nonetheless, it’s been a great time working with various clients and studios. I love to tell stories through my design, and I love medieval fantasy and sci-fi. Besides art, I like to workout regularly, and I like to play basketball whenever I have the chance. One of my favorite things outside of all that is to cook and research ingredients. It feels like I am playing a game whenever I do anything that has to do with food. My favorite games are Hades (Supergiant Games) and Valorant (Riot Games).

 

Give some useful advice to your colleagues who are just starting out in the profession.

 

My advice to them is to never give up. The art industry is indeed tiring and discouraging at some times, but you need to remember your dreams aspirations since you first started. Get excited about making revelations and breakthroughs as an artist, and don’t stop learning. Also one more important thing that artist forget to do is to have strong work-life balance. If your work becomes your life, that’s when things become stressful.

 

What do you want to learn next? (in terms of software, engine, pipeline)

 

I have been slowly getting familiar with Blender a lot more. It is a an extremely intuitive program for artist to use to create blockouts for any of their artwork. I would highly recommend concept artist to start using Blender if they are interested in an efficient way to set up their drawings.

 

What keeps you going in this mad world?

 

I believe what really keeps me going in this mad world, is that I truly believe I am privileged to be working as a creative during these hard times. There are people out there struggling to find the smallest of jobs, and here I am drawing and honing my craft as a profession. It truly is humbling to think about the bigger picture of this world, and I push myself because I do not want this opportunity as an artist to go to waste.

 

What’s your dream project?

 

My dream project personally would be to work on my own story or game as an art director. For my career, I would love to be a part of Riot Games,and help with conceptualizing for their show Arcane. I have always respected Riot’s art direction with their games, but I realized how much talent that they truly have after watching Arcane. This was their first show as a game studio and they managed to receive so much praise. It would be so awesome to work on a show that truly breaks the norms of storytelling through animation.

 

Where do you find inspiration?

 

When I find myself low on inspiration or creativity, I like to take a step away from my workspace and do something different from my everyday (can be going to the beach or hiking). Challenging myself from my daily routine and trying something new has always helped me change the way I think, and I when I make breakthroughs as a person, it excites my mind and my hed comes flooding with ideas and stories.

20.10.2022

Ray Song: “You need to be crazier than the world!”

watch 3 years

Let’s get introduced! Tell us about yourself in a few words.

Hello everyone, Iam Ray Song. I have been in the game industry for 13 years. Now, as a shareholder of 7 kingdom, I am also responsible for the research and development of a console project in China as an Art Director.

 

What inspired you to choose this profession?

I liked playing games since I was a child, I also studied art and was admitted to an art school. After graduation I engaged in the next-generation game art.

Reveal a secret sauce of your professional development.

Keep learning and don’t be stingy in it.

Give some useful advice to your colleagues who are just starting out in the profession.

No matter how difficult or bad your life is, please maintain professional concentration and enthusiasm for a long time. Just as the development project will be postponed, the professional development is the same.

Tell us about the project that changed you as a person.

I think it should be my first project: God of War III.

How do you see the future of the industry?

It was a very bad time, but the gaming industry was the best of times.

What do you want to learn next?

The UE5 engine is so fascinating!

What keeps you going in this mad world?

You need to be crazier than the world!

How do you manage burnouts and unfortunate difficulties as a professional?

Temporarily become a workaholic and bury yourself with countless work. Don’t stop. One day you will find that methods and opportunities are always more difficult than difficulties. I want to participate in the research and development of the Naughty Dog, The Last of II. I have traveled to a lot of places and taken a lot of pictures. I like to observe different corners of the world very much.

10.10.2022

Hurskyi Bohdan: “We went through a long road from the first 3D models in 90s to where we are now,”

watch 3 years

Here’s a story of Bohdan, who made an awesome model in year…1999! Can you imagine this?

Bohdan: This model was made using a 166Hz Pentium Processor and believe it or not, it took whole night to render.

I used a LightWave 3D program to make it. Back in the day no one knew about sculpting in 3D, everything was modelled.

Maybe this will make you think about your favourite old game’s models in a different light, thinking how much differently they were made back in 90s.

We went through a long road from the first 3D models in 90s to where we are now, and I believe that in next 20 years we will be in a completely new level of sculpting and modelling possibilities.

Working in the industry for a longer while lets you witness the technological changes and improvements over the years, and it is important to always learn new stuff and to adapt to new, improved ways of creating things.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:10+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:21:45+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

Paul Bold: “Sometimes I wish I lived on Venus”

watch 3 years

Paul: I can’t stop myself sometimes.

Sometimes I wish I lived on Venus because I can get more work done on my projects when a day lasts 2784 hours. I just love what I do, and since a while ago I started doing it almost every minute I have. It just started as “I want to be better for myself”, but when you see what others do on Artstation for example, you just keep pushing yourself to be better and better and sometimes forget to rest.

Before collaborating with Devoted, I used to spend my spare time working on my personal projects, yet I understand taking a break from time to time is also a must.

Devoted: There is a lot of competition, so you need to keep pushing yourself?

Paul: Yes, of course, but that depends on what you want to do – characters, enviro, props. There are different levels of difficulty and, sure, constant training is necessary.

Devoted: You are a character artist, right?

Paul: I haven’t decided yet. I think I’m a generalist, but I enjoy doing a character as much as I do working on an enviro, f.e.
I guess it’s that thing when you want to do a character… You finish it and then you’re like… “Wait a minute, something is missing” and then you do a prop for it – a gun, a sword, etc., and then an enviro and then it finally feels complete.
To get somewhere in this industry you gotta keep pushing yourself, no matter what kind of art you make. But remember to put your health first.

<svg class="svg-icon" width="16" height="16" aria-hidden="true" role="img" focusable="false" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24"><defs><path id="a" d="M0 0h24v24H0V0z"></path></defs><clipPath id="b"><use xlink:href="#a" overflow="visible"></use></clipPath><path clip-path="url(#b)" d="M12 2C6.5 2 2 6.5 2 12s4.5 10 10 10 10-4.5 10-10S17.5 2 12 2zm4.2 14.2L11 13V7h1.5v5.2l4.5 2.7-.8 1.3z"></path></svg><time class="entry-date published" datetime="2022-10-10T18:13:08+03:00">10.10.2022</time><time class="updated" datetime="2023-05-23T15:22:46+03:00">23.05.2023</time>Posted inDevoted Stories
10.10.2022

George Shevchenko: “1. Learn English 2. Learn English 3. Learn English”

watch 3 years

Hello from the Devoted team! Let’s get acquainted! Tell us about your role and specialization.

I am a 3D Art Lead.

What inspired you to choose this profession?

Since my childhood I enjoyed Science Fiction, later I was inspired with the classical era video games. So I think I always wanted to be a part of the industry.

Reveal a secret sauce of your professional development.

There’s no secret – study all the time, work as much as you can, talk to people from the industry.

Share your experience on managing your workflows and projects.

I worked as a freelancer for years, have performed as an Art Director in studios for a couple of times. These experience taught me to manage multiple projects at a time.

How do you approach a project estimation and calculate your work hours?

This comes from the experience, you can look at the model and tell how much time it takes to accomplish. I also try adding 20-25% of estimated time for fixes and polishing. The calculations are very simple – I just track time in a txt file while working.

What’re your favorite platforms to share your portfolio and why?

Artstation – because it’s an industry standard, Sketchfab – because it allows sharing 3D-art online with acceptable quality of shading and lighting.

What’re the main advantages of community in our industry?

– Sharing experience, tips and tricks;
– keeping track of new technologies and cool projects;
– an ability to find a specialist fast.

How do you see the future of the industry?

When I’m asked for my opinion on the game industry, I always say that it follows the cinematography steps, and considering the fact that today gamedev is less than 40 years old, we are somewhere close to Charlie Chaplin’s silent movies on the timeline. We didn’t even reach the color movies! The best is ahead.

Give some useful advice to your colleagues who are just starting out in the profession.

Just 3 pieces of advice here:

1. Learn English
2. Learn English
3. Learn English
Best tutorials are in English. Top artists are English-speakers. Best studios are English-speaking. Language is the key.

Last but not least, share your experience with Devoted CG and Devoted Studios

I started working as a vendor for Devoted in the autumn 2021. Half a year later I was offered to join the studio on a full-time basis. That’s it!

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10.10.2022

Vitaliy Vatsko: “Once a 3D Artist you are always a 3D”

watch 3 years

Hello, my name is Vitaliy Vatsko.

I am a 3D Photoreal Environment and Props Artist from Kharkiv, Ukraine. I like to create buildings and props for computer games.

As far as I can remember I was fascinated by different stories. When I was young I liked to visit museums, look at exhibits of old artifacts, and through their story learn the stories of those who owned them in the past. Old castles and buildings which remain now witnessed a lot of human history and have their own stories to tell. Making 3D models allows me to create something from imagination into some sort of reality, it allows me to tell stories from places that never existed but were inspired by reality. I remember reading Hobbit by Tolkien and how it inspired me to become a magician like Gandalf the Grey. I was a child back then. Now I think that creating something material from pure thought is the most magical thing I know, and by doing so I make my child’s dream come true).

There is no secret sauce except that my ideas and thoughts motivate me to create new scenes and props that have a story to tell, an impression to make, and a feeling to share. If my idea demands certain techniques or tools to be used, that motivates me to learn and grow professionally.

3D Artist wasn’t my first profession. Long before I allowed myself to make my hobby a serious profession I was working as a Project Manager in IT. That experience taught me much about planning, risk management, and project documentation. First of all, before starting working on a project it is crucial to understand what is the core of the project, what is needed for its success, and whether or not my skills and competence can match the demanded level of quality. Risk management is very important so before starting anything I ask questions that might be very important to the quality of my work, and that can save much time and effort while working in the process. If I see that I can handle what is demanded, I start breaking down the workflow into smaller stages and evaluate them accordingly to similar tasks that I’ve done before.

I also have a golden rule – I don’t work on several projects at once, since there can be a situation when many projects demand my immediate attention at once, which is not possible for me to do).

Before any calculation and estimation, I have to break down the chosen workflow into smaller stages. For example Blockout, Highpoly, Middlepoly, UV, Baking, Texturing, Importing to UE, Rendering, Delivering. I know myself and I know how much time I usually spend on each stage (it also depends on the complexity of a model). Of course, I’m just a human, and sometimes not everything goes as planned, so for those situations I add some time for the most crucial stages to deal with unexpected complications.

My main portfolio platform is Artstation. It allows looking at the works of other people there and learn some techniques from them, to see how they dealt with some challenges that I’ll face in the future. It is also exciting to look at the “Artist journey” that people make throughout their lives, improving their technical skills and creating meaningful art.

In my country, it is still a pretty close community. Almost everyone knows everyone, or at least the studio or projects that someone is working on (except for NDA’s). That allows artists to ask for advice for their projects, share knowledge, and support each other. I have some friends from different studios, who work on very different projects, yet still face common technical difficulties. One day we made a call and there was a guy who changed his profession from 3D Artist to Game Designer, and while listening to our problem he remembered the same issue that he faced several years ago, so he gave us a good solution to it. As my friends say: Once a 3D Artist you are always a 3D Artist)).

I am a very bad fortune teller, though looking at some new technologies like UE5 and plugins to it, I can certainly tell that some stages that took a lot of artist time like retopology or manual LOD making will go to the past allowing us to spend more time on art itself rather than its technical sides like optimization and other time-consuming things. I assume that If 3D scanning will go further, some professions like Weapon artists can change their ways forever, because why manually create the same existing in our world rifle 1000 times, if you can just scan it and retopologize using some artificial intelligence).
– “Don’t be afraid of failures.

– You will and you should fail a lot. Failure isn’t a tragedy it is a lesson, that will teach you how to become stronger in areas where you are weak now. Don’t be afraid to fail.

– Motivate yourself.

There is nothing more important than inner motivation to achieve something and to learn something that is demanded to achieve it. Motivation from others whether it’s family or friends helps. It helps a lot! But It should never be a core source for all you do as an Artist. Bad times may happen, a family can be separated, and friends can be out of reach. In times like that, it’s only up to you to face the challenges and keep yourself motivated to achieve your dreams. To achieve not for the approval or excitement of others but yourself.

There is no end to knowledge in our industry. Due to its constant evolution some skills that were highly appreciated several years ago, are irrelevant now. You should be prepared that the “Old ways” of doing things might be not needed or even considered inefficient. So it is very important to be prepared to constantly evolve as an artist, to learn new techniques, new skills, new tools and to work on yourself as a person. Evolve constantly”.

I like working with Devoted Studios. Our project allowed me to be part of a friendly, supportive team, that was motivated to produce results as well as possible. During that project, I learned new tools and worked with a type of computer graphics that I’ve never worked with before. I was glad to participate in that project and I hope to work with Devoted Studios more in the future on similar projects or others). As for the Devoted CG – it’s a promising young platform that can become a really good competition for Artstation.

I’m registered there and I hope it will bring some cool projects to me and allow Devoted Studios to be a part of top Game Titles in the Industry.

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