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The team shares the common goal of wanting to create a great game. Another quality I love about the team here is the openness to share and listen to different points of view and to do so with empathy. I am always looking to learn from my colleagues and want to work with others who are curious and passionate about the craft of making games.
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TCP would not have been possible without the extremely talented team that is assembled at SDS. It also requires a high level of cooperation amongst the departments to keep production moving.įor your future colleagues, what type of people do you want to work with at Striking Distance Studios? Having that level of specialization allows us to keep a high level of quality with the visuals. For example, I worked closely with the VFX lead to define environmental and combat VFX styles that work toward a complete look. Within art, we have specialized character, weapon, environment, VFX, lighting, and materials departments with directors and leads responsible for each. I work with each of the discipline directors within the art, gameplay, and engineering departments to implement visuals that are in harmony with the gameplay. The AD is a collaborative position at SDS. After the look was documented and communicated, then it was working with the other directors and team to execute what we had planned.Ĭould you tell us about the organization that you’re leading (Art Dept.), as well as the colleagues you work with? Initially, much of the work was concentrated on exploration and research to come up with the game’s overall look and art pillars (i.e., overall art guidelines such as horror, designed realism, and relatability).Īfter defining a look, a lot of the work was documenting what we wanted in the form of an art bible so it could be consistently communicated to the team. I am responsible for defining, communicating, and executing a consistent art direction for the game based on Glen’s overall vision. What are your roles and responsibilities at SDS? Previous to that I was working with Glen Schofield on Call of Duty and previous to that, worked with Glen on the original Dead Space at Electronic Arts. I’m Demetrius Leal, the art director (AD) for “The Callisto Protocol (TCP).” I’ve been at Striking Distance Studios (SDS) for approximately three years. Hello! Could you introduce yourself to the KRAFTON Blog readers? Keep reading to learn more about this experienced game artist, and the effort to make a more immersive gaming experience. With this new survival horror game is meeting the fans around the globe at the Gamescom 2022 in Koln, Germany, KRAFTON Blog talked to Demetrius for an interview. Now at Striking Distance Studios, he’s working on The Callisto Protocol as the art director. Demetrius Leal has been working as an artist in film and video game industries for more than 20 years.