January 11, 2026No Comments

A Snapshot of ’24

Setting

At the start of 2024, the internet was actively churning with topics like "neural networks are killing artists," "machines will soon replace humans," and so on.

There exists an institution of concept art—whether for film or games, every idea requires wrapping in some sort of package to then pass the images to production. Before sets and props are created, they pass through several hands, starting from the art director's or creative director's brief and ultimately to the executor. It's been more or less like this always: an artist drew visuals, they were transmitted further. Whether it's Giger or Mike Hill—each artist had a certain vision that found its point of realization in film or games. Sometimes they set the tone for an entire franchise, sometimes the artist combined the role of art director as well, as in the case of Disco Elysium and Rostov. Sometimes the artist's work was so complete in itself that it got adapted—as with graphic novels or Stålenhag's work.

Concept art isn't about pretty pictures. In the vast majority of cases, it's about the idea, design, the "feel," if you will. Whether an image is drawn "beautifully," in a general sense, doesn't bring any substantial benefit to further production, but of course, the more appealing the work, the easier it is to "sell" it. This is a significant difference from, say, illustration, where the characteristic of "beauty" is important, the artist's "style" is valued, and the artist themselves is the main protagonist. When creating a commissioned illustration, the artist must also hit the brief, but the work's value isn't primarily in the idea-design.

Most of a concept artist's work consists of faceless sketches, top-front-side views, doodles, diagrams. No matter how much ArtStation wants to convince us otherwise, in reality we draw "digital canvases" and key art rarely—maybe 5% of the total workload if we're lucky.

We solve practical tasks: what the room layout will look like, where objects will be placed, what those objects are, what the character will wear, etc. Atmosphere is certainly part of this consideration too, and sometimes you need to push a certain mood for the hero, emphasize the direction, give space for other parts of production to work.

Conflict

The main thing that's changed over 30-40 years in this field: speed and volume.

Two important points to keep in mind when comparing yourself to masters of the past. Yes, I already said "concept art isn't about pretty pictures," but why?

Every show, game, film has become significantly larger. Cinema can no longer make do with one room and give it 30-40 minutes of screen time. Modern games have dozens of full locations broken down into hundreds of small stories, where this or that part of the environment immerses the player in lore.

It's hard to compare games like the first Doom or Wolfenstein with modern shooters. In the nineties, you showed the player was "in a new place" by tint-recoloring a texture or adding new monsters. The entire volume could be covered by one or two artists, and storytelling was handled by a single illustration from a professional—the game's cover art printed on the box.

Even with tight development deadlines, there was no problem. One illustration for the cover vs dozens of atmospheric key arts. One recolored texture vs hundreds of detailed locations. But everything changed, games became more complex and interesting, requiring significantly more content.

Entire concept art departments appeared on staff, separate people for props, separate for environments, separate for characters. Two artists (surprise!) stopped being able to handle such volume. The speed at which new content needed to be delivered also increased, not least thanks to technical progress.

If you look at how Syd Mead worked—whether on major projects of the 80s or in the early 2010s—not much changed there. Mead came from engineering, though he possessed excellent technique and a recognizable style, but worked for many years as an artist within industrial design. He used Photoshop, yes, but still remained a proponent of technically simple solutions: gouache, liners, markers, rulers and compasses. Given that at the start of the technical leap he was already famous and, I assume, quite wealthy, he didn't need to "keep up," increase speed or output volume. People didn't come to him for a hundred locations 🙂

In contrast to Mead: the ability to lay out paints, draw sketches, figure out how forms and volumes will work better, work out color on a "small" A3 format, and then move to a "full" format and paint a 50×70 cm picture—modern concept artists simply don't have that. And Mead worked exactly like that.

And the main thing that evaporates when we change medium and transition to a fully digital version, and besides that add speed and set larger volumes—isn't the "beauty" of the work. No, what evaporates is the ability to think properly. The original Blade Runner looks naive compared to its modern sequel, it was filmed long ago, productions were smaller. But it's alive, you believe in it, it's a cult work.

Remember the joke about "counterfeit Christmas ornaments"? Same situation. Modern stuff—does it shine? It shines. But it doesn't bring joy at all.

In terms of technical equipment, the profession has received what Giger and Mead couldn't even dream of—3D blockouts, photobashing, tons of free models, textures, 3D scans, the ability to correct work digitally, neural networks, after all. But none of this matters if you don't have time to think about what exactly you want to show, what design will work effectively.

Until you can live a life inside your work—it won't be convincing.

Resolution

I don't have a recipe for "how to do it right."

I'm not afraid of technical progress and what will happen to the profession next. Neural network options will certainly spoil someone's life, but the beauty of pictures isn't the end goal of concept art, and it's precisely "beauty" that neural nets push.

I believe that the main enemies for us aren't progress and new tools, but the constant production race, the demand to deliver more in tight deadlines, and the shift in focus to "beautiful and sellable."

[UPD] Two months later, at the end of April 2024, a couple of important videos came out from Mr. Feng, founder of FZD School. They address exactly these questions, here are the links:

January 11, 2026No Comments

What’s in the box?

Imagine that they brought you a box. Plain, cardboard, unremarkable, like many others. The top is sealed with tape, on the sides there are small cutouts - handles.

Think - what's in it?

It could be anything, it could be a new transforming robot, it could be a medieval character or a tuned Subaru, it could be a Lego kit, a stack of photographs, or a 25th century Space Marine self-help medical kit.

There may also be a futuristic city, a huge volcano shrouded in fog, a whole story about how an expedition team makes their way through a blizzard to find a polar station that disappeared three years ago under strange circumstances.

The box is all your fantasy, imagination and creativity. It is fueled by the visual library accumulated over the years. It also includes all the films that you watched, the books that you read, the random landscapes that you saw from the car window.

We, concept artists, refer to this box very often, almost every day. All ideas and solutions come from her, she influences most of the work.

Feel the horror when you open the box and there is nothing in it . Nothing at all, not an empty bag, not a spider, not even a wall.
All-consuming emptiness, universal nothing , it feels like you are falling headlong into a bottomless well.

This is a creative block, "fear of a white sheet", with the handbrake pulled on, with which we will not go anywhere further.

Today I will tell you a little how to let go of this handbrake, overcome fear and show a number of tools that were invented for this from the point of view of a concept artist. Go!

"Headlights and Belt"

When you get behind the wheel of a car, even before you start and go somewhere, you must at least buckle up, plan a route on the navigator, turn on the headlights, move in a chair, turn on the air conditioner or stove and check the mirrors.

Such a routine does not cause bewilderment, it cannot be neglected, because it is part of the trip. Similarly, such rituals cannot be neglected in work, almost everyone has a number of actions that are necessary to tune in to a working mood: drink coffee, check mail, turn on the appropriate music.

But what if the headlights are working, the belt is on, and the car is not going anywhere? Exactly! You need to start!

The creative process is really very similar to starting the engine, after turning the key, the car that was previously in the cold from the battery begins to rotate the starter and only after a couple of seconds (at best) the engine starts, warms up and is ready to go. Likewise, the brain needs the first impulse to start generating ideas.

For most artists, the most difficult period is precisely the sketching phase, when the main idea has not yet emerged in the head, or the moment of transition from the sketch to the first real strokes. The problem of " what to draw" is the most common problem , so let's look at it today.

Here is a list of methods that work for me personally, I will tell you about each in more detail:

  1. Mr. Feng's method
  2. Alchemy method
  3. Constructor method
  4. Neural network method

1. Mr. Feng's method

You are probably aware of Feng Zhu , a veteran concept artist with vast experience. He hosts the YouTube channel FZD School , named after his school in Singapore.

His method can be described in nine points:

  • Collection of references
  • Start with a good base
  • Defining the main function
  • Human factors and life support
  • Functionality shapes the details
  • Adding light
  • Adding different materials
  • Adding animations and sounds
  • Personal detail

Feng says that in most cases 80-90% of what you draw can be safely taken from real life and references, adding only 10-20% gag.

Did you see a cool house in the photo? Draw it, and as soon as you draw it, try to combine it with that other house. Perhaps you need arches-transitions between them? Let's add a river and a water mill here, by the way, and here's a ref!

This approach greatly simplifies life, you do not bother about trifles, you only follow the general form and logic of the structure.

This approach "from reference" develops further in all points - the definition of the main function of the structure allows you to specify which references to look for, the human factor adds humanityidea, placement of the necessary attributes of a person's life - doors, windows, beds, tables, chairs, etc. The formation of parts is based on the function assigned to the building (tavern? Forge? Medical compartment of a spaceship?). Light, both artificial and natural, is determined by additional elements that need to be present in the image - lamps, chandeliers, windows, candlesticks, fireplaces, monitors or a fire. As soon as you get to this point, most of the work has already been done, it remains to add variability - think over what materials different parts can be made from, what points of interest can make sounds and what additional animation can be present: perhaps there will be a cat sitting here, but here flutter the curtain? After that, a small personal touch of the inhabitant and now you have the concept art ready. And despite the fact

Balancing the workload of the complex part of the work on the brain is another good help. Decide on the main idea as early as possible, but let your head rest. Throwing sketches according to the references and spending half a day on Monday, you automatically unload your head for the rest of the week, when you can just do a clean drawing of an already formed idea.

2. Method of "Alchemy"

If the situation is sadder and you need to invent something completely new and unusual, then the search for forms comes to the rescue. I would compare this method to the Rorschach test.

Alchemy is a small program that many concept artists know about. Unfortunately, it has not been updated for a long time, but the existing functionality is still sufficient. She is good at generating quick shapes, in her you can release your hand and watch what the subconscious mind throws out this time.

You can compare this process with looking at clouds in the sky - it looks like a fish, but a dinosaur. Of course, you can set yourself some more specific task and draw with some scope, but it is important to remember that a critical assessment should be given only after an hour spent in a relaxed state. Instant self-criticism kills creativity, and this is exactly what is required at the sketch stage. The brainstorm rule is that we do not criticize during a storm, only after .

This is the case when you don't have to worry about drawing details at all, you don't have to think about the function - only general shapes, a contour. After some time, having selected the options you especially like, you can start thinking about what exactly you want to draw and convey to the beholder. By this time, the brain will already be included in the operating mode, the motor will start and it will be possible to continue the journey.

3. Method "Constructor"

The structure of the "constructor" approach is quite simple and the simplest analogy is cooking vinaigrette, only instead of neatly chopped vegetables we will have various pieces of art. This is "~ bashing" in its true sense, but it can also be divided into separate parts: kitbashing, sketchbashing, 3dbashing and others, the meaning remains the same and is well described in the famous pilaf recipe (rough translate: "we take a bunch of dill, then a cat's ass, 25 potatoes, 15 pubic lice, a bucket of water and dick there, an armful of firewood and pilaf is ready!").

To understand how "sketchbushing" works, it's best to watch Nick Carver's performance as part of Trojan Horse was a Unicorn, link to the video. But I'll attach the work of Nick to make it clearer.

To begin with, Nick draws several houses from the reference, which he later uses as parts of one, something larger.

Such a constructor allows you to relax your brains, you do not have to come up with all the elements in aggregate and immediately have a ready-made image of the final image, but work a little bit, step by step, bringing yourself closer to the final goal. All that needs to be done in the end is to combine the pieces so that the perspective works correctly and catch the cool shape.

The same is possible in three-dimensional graphics, instead of sketches, a ready-made set of models is taken and something new is already drawn on the basis of it.

I highly recommend checking out the Bill Making Stuff channel , where the host makes cool robots from natural trash and garbage and more (English humor included).

Another follower of this technique is Thomas Scholes.

As you can see, this method works with any style and can be used in a variety of ways. From the point of view of creativity, it is always easier to use ready-made cubes, you see, the fantasy will wake up from sleep.

4. Method of neural networks

So we come to the final option to stir up the engine and see something in an empty box. Taking into account the current attitude towards this (in 2021, neural networks are still perceived by artists as "cheating"), I will immediately make a reservation that this method should be used carefully.

Nevertheless, being able to turn on such a machine is a sin not to use it. At the moment, there are at least three strong neural nets, sharpened for image generation. I'll skim through two of them: the first is Nvidia Canvas (requires an RTX card), the second is Artbreeder , which is free.

With the first one, everything is more or less clear, you draw with different "entities" and you get a picture that at the very least resembles a landscape. Not so densely, of course, the resolution is fairly small, but in order to turn on inventoring enough poke fifteen minutes and to understand in which direction you can develop what is given on the screen.

The most famous concept artist Scott Robertson has been unable to tear himself away from the canvas in recent days, it is very interesting to watch him on his instagram .

It seems to me that it makes sense to resort to a breeder in a situation when nothing helped at all. At the moment, this is an actively developing online software, and so actively that it becomes a little scary that it will be able to generate in five years.

At the moment, he knows how to create extremely good landscape solutions, portraits and characters, which, of course, greatly simplifies life at the start. For my part, I can say that as a person who regularly digs into a completely empty box with completely black walls , it was a therapeutic decision to use it.

For three days I sat and poked buttons, watched the results, and the brain itself began to slowly finish drawing the scene in my head: what could be happening here, what would I change, what would I fix.

Of course, the result from it cannot be used directly, but as a starting point for your imagination - why not?

So what's in the box?

It would be strange to end without some instructive thought. You can probably say that "everything comes with experience and time", "the more practice, the easier", but all these are empty words. Yes, skills will develop over time, but the paralyzing fear will remain.

It's scary that it won't start - for everyone, without exception. Both beginners and professionals. Everyone is afraid that it will not work out and today there will be “that very day” when I will not be able to drive at speed to top-artstation. Something will break on the way, a part of the brain will be taken away, I will not be able to make another smear.

In order for your box to produce interesting things, first of all, you need to put more in it.

Good luck!

January 11, 2026No Comments

3D Graphics as a Tool

I often see courses teaching specific software: "Blender from Scratch," "Cinema 4D for Designers," and so on. As someone who's traveled a certain path in 3D graphics and worked in various capacities, I'd like to clarify the situation and share my perspective on what really matters.

There's a lot of text here. I hope it will be useful to those who've just started their journey into the "magical world of 3D," haven't gone too far yet, or maybe it will help someone better understand the root of their problems.

I.I

For most of my career, I've been creating images for advertising: beautiful cigarette packs with perfect highlights, "correctly" condensated beer bottles, product packaging, POS materials—agencies love using 3D graphics for this kind of work. The perfect world of visualization as a convincing argument for the buyer.

My journey began when a friend gave me a pirated CD (there were no other kinds back then) of 3ds Max 2.5 for my birthday. A lot of time has passed since then, the internet has become fast, 3D printers have appeared, but I'd like to travel back and have a little talk with that guy in the late '90s.

Let's say there's a task: hammer a nail into a board.

For this task, you need: a nail, a board, a hammer, and a person to hammer the nail. It's a crude analogy, but that's what a 3D package is—a hammer. There are many different hammers on the market: some are free, others by subscription, but all have a similar construction and identical operating principle.

Does the shape of the handle matter to a professional? Whether it's wooden or plastic? What alloy the hammer is made of, whether it has a nail puller?

You can hammer a nail with an axe (and many people use software not designed for 3D for exactly this purpose), with a sledgehammer. You could even use a microscope. 🙂

It's not so important to know how to press buttons in a 3D editor as it is to understand the principle and workflow, the sequence of actions.

The choice of a specific hammer is the master's preference—they're comfortable working with their familiar tool.

In my practice, there was a case when I was forced to switch from 3ds Max + Windows to Cinema 4D + macOS and deliver results in a couple of days. Yes, it was an unfamiliar hammer, I was holding it for the first time, I was nervous, but I hammered in the necessary nails.

If a person knows exactly what to do, understands the workflow sequence, they'll quickly figure out any software and switch from one task to another. Like with soldering: the model of your soldering iron doesn't matter that much—a specialist will solder a circuit even with a nail and a gas torch. It's important to separate the awareness of yourself as a professional in something from the tools you work with.

Replace "I'm a specialist with a red-handled hammer" with "I know how to hammer nails into boards." Then with "I know how to build crates," and then, you might find, "I build houses." And if your dream is to build a house, I'd venture to say one hammer won't be enough.

I would start forming the required toolkit by defining the goal of who you want to become and what you want to be able to do.

I.II

You're in your home, getting ready for a journey. The road to the Big City lies through a dark forest—it's a long road that will take more than one year. You have time to pack your backpack, mark the trail on the map, and listen to advice from those who have already passed through this forest.

That's exactly how I imagine professional growth, becoming a specialist. Preparation is important. Many acquaintances ran into the forest in sneakers and a t-shirt, didn't really understand where they wanted to get to, and at best, returned home disappointed. At worst, they're still wandering somewhere out there in the thicket, picking berries.

Every item you take with you should be justified by understanding why you need it. Don't neglect the point of plotting your route, understanding what the landmarks look like.

The main principle I'd keep in mind: always keep moving. Watch tutorials, read forums, listen to podcasts, but remember that no one will take the next step for you. Yes, before lighting a fire, it would be great to learn exactly how to do it, but theoretical knowledge alone won't make you warmer. And if you stumble upon some problem—look for solutions yourself, it's part of the journey, like a side quest.

Don't take job offers that lead you off the path. As someone who took on a bunch of side tasks and worked at many companies of the most diverse profiles (as long as it involved "hammers"!), I know what I'm talking about. Such "well-sort-of-kind-of-suitable-for-now" positions won't make things better—you won't progress much.

If you don't have orders, it wouldn't hurt to announce yourself louder. Perhaps people just aren't aware of your existence yet. Post your work on social media, on Behance/ArtStation, read chats, talk about your journey, and... keep moving.

Part of your backpack is already packed with various things. Something, perhaps, from school days, and something as part of your character. I was lucky—I had art school and a desire to understand the mechanics of how devices work, which helped me on my path. But besides that, there were also several years of music school in there.

Don't worry, throw out what you won't need—walking with a heavy backpack is harder.

I.III

People learn by repeating the actions of other people.

If you give three chefs the same soup recipe, you'll end up with three different soups. Don't worry about following the same recipe as others—it'll turn out unique anyway.

Reinventing the wheel is long, expensive, and dangerous. Try moving away from this approach toward modifying existing solutions. The superpower of creating "something from nothing" is a skill developed over years. The word "nothing" is misleading here—a person creates something new based on experience and a library of known solutions. New recipes are still built on combinations of flavors. If you mix ice cream, soy sauce, cabbage, and a couple of eggs, you'll be looking for someone willing to try it for a long time.

In the long term, consistency is better than chaos, measured progress takes you further than impulsiveness. Apparently, people only enjoy a pinch of unexpectedness and take a long time to get used to new paradigms.

The deeper into the forest you make your way, the clearer you see the final goal. I'd compare this process to focusing. Our vision has a peculiarity—we only see clearly a small part of what we're looking at, a little more than three percent is in focus. The gaze "runs around," examining the object, eyes need time to capture the whole picture.

Don't try to swallow too large a volume. Discard the unnecessary, focus your "vision" on what's truly important. In English, there's a figure of speech: "Jack of all trades, master of none," which carries a negative connotation. A person who spreads themselves too thin stops being a professional at anything. In Russian, it's the opposite—"master of all trades" contains a positive characteristic. We love "broad profile" specialists, even though we understand that being a professional at everything is impossible.

There's a great temptation to have a pool of possibilities to choose from: will I hammer a nail today, twist a screwdriver, or saw a board? But the more unrelated tasks you set for yourself, the harder it will be to achieve professionalism, the more tangled the trail in the forest will become. Even within one specific area, there's always the possibility to veer off and grab something from a neighboring field for entertainment and expanding your circle of interests.

Stick to the compass needle.

And give yourself time.

January 11, 2026No Comments

Indie / Part I

Recently, someone knocked on my door offering to join a project as a volunteer "for now." I've seen plenty of teams like this and know the problems well enough — so I decided it's time to write it all down.

When people gather together, united by some common idea, and start working on pure enthusiasm, several predictable situations emerge.

Either the idea turns out to mean something different to everyone, or enthusiasm crashes against reality and utility bills, or that beautiful future is just too far away.

In most cases, team members lose motivation, start dragging their feet on tasks, feel like they've let everyone down and couldn't even stick with a free project — ultimately doing more harm than good. But there's not much fault with the specialist here; it's all about setting the wrong goals from the start.

Here's what matters:

  1. Any studio needs clear process organization.
  2. "Manageable workload" isn't a 42-kilometer marathon — it's a hundred-meter sprint.
  3. Glory and belonging are often far more important than money.

Let me break this down.

Whether you're building a game dev studio or an asset production pipeline, it doesn't matter — wherever there's work and people doing it, there's always a production process. In the professional world, producers and supervisors handle processes, project managers and leads ensure compliance, and sometimes the ratio of managers to creators reaches one-to-one.

In most small indie teams, everyone is both manager and creator simultaneously. Tasks, at best, get dumped by whoever started this whole circus — and that's still good if they actually planned them in advance rather than making them up during the call.

Everyone works with the tools they know, the way they're used to. In small teams, individual preferences and "personal style" often seem more important than the common goal. But they're not.

So here's the first critical point: you need a crystal-clear workflow that minimizes individual quirks. Your pipeline should be set in stone from the start, only changing when the team outgrows it. Think military-style chain of command.

This doesn't mean the person handling prop models can't voice opinions about lore or mechanics — but they do it exclusively during monthly brainstorms, not by presenting a fait accompli of "I thought it would be better this way." Just as the game designer's opinion on color palettes doesn't override the art director's decisions. Everyone owns only their piece of the work toward the shared goal.

Speaking of goals — point number two.

I know a team that's been poking at some "game" for over six years. They've changed genres, seen dozens of people come and go, rewritten the lore — changed everything. I don't know if they'll ever ship anything. So far, it doesn't look like it.

My advice is simple: don't start small — start microscopic. If you're making games, make one in a month. It can have ONE mechanic, four props, a dozen textures, and two buttons — but it should be a complete game your team actually made.

You'll immediately discover how difficult it is, how poorly your processes work, how badly you manage time, how challenging leadership really is, and how people consistently overestimate their abilities. But you'll learn more in that one month than you would spending years on an open-world RPG with dozens of mechanics in a unique setting.

Imagine you're a paralyzed patient dreaming of running a marathon. To run a marathon, you need to train for a long time, sure — but first, you need working legs. Right now, you've only got a brain (the CEO), two tails, a trunk, and some gills. There was a leg once, but it got a day job and no longer has time to run with you.

Point three — belonging.

Any HR professional will tell you that money, frankly, isn't the most effective motivator. You can't retain employees with salary alone. If team dynamics are mediocre, people leave. If they're working on something unclear they can't even discuss — same result. If contributions go unrecognized or poorly acknowledged — same result. Money is just the baseline, and retaining even well-paid employees is challenging.

When money isn't in the equation at all, it gets exponentially harder. You absolutely must have results employees can be proud of. You must highlight everyone's contributions. You must let people talk about their work. Instead of money, the baseline becomes respect, professional growth, and clear understanding of what they're doing and why.

Therefore, every result — every finished product — must go live. Made a small game with the team? Great. Upload it to Steam immediately, to itch.io, to the App Store. Marketing (even if it's one person) should work in parallel with development, preparing for each release in advance, not as an afterthought. There shouldn't be more than a day between finishing development and announcement. This builds portfolios for both the team and individuals, shows people their work matters, and proves it's not all for nothing.

Beyond the internal benefits, this approach has practical advantages: you learn to navigate platform approvals, prepare marketing assets, and celebrate wins together.

To sum up: the team must understand exactly what you're doing without fighting against management. The task must be achievable with a clear deadline. During the process, you can talk about the work. After completion, there must be a release.

After several projects like this, the team becomes more resilient, capable of tackling complex work — and with a portfolio of shipped projects, far more attractive to outside investment.