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as an Environment Artist, and Piotr Mierzwa as a Hard Surface Artist. We completed the project together with Mateusz Niemiec, Adrian Grendo - both responsible for the game’s environment, and Agnieszka Szczeliniak as a concept artist.


WHAT WERE THE ART TOOLS AND TECHNIQUES USED DURING DEVELOPMENT AND IN WHAT WAYS DID YOU HAVE TO IMPROVISE OR INNOVATE?


The crucial step was agreeing on the vision. Subsequent steps naturally involved thorough checks, testing, iterations, and, at times, discarding certain elements. I believe we maximised the potential offered by Unreal Engine 4. We often hear that the game was created in Unreal Engine 5. Comic and illustrative elements were also essential components of the visual construction of the world. I believe they were an intriguing element in building our art vision.


WERE THERE ANY UNEXPECTED DIFFICULTIES IN IMPLEMENTING THE LOOK AND FEEL OF THE GAME?


Sometimes, within the team, we had different visions on how to depict a certain place or object. This required


February/March 2024 MCV/DEVELOP | 51


exploring multiple approaches and selecting the best one. We also encountered minor technical issues during the optimization process. In those instances, we had to make every effort to quickly restore the impression that the location conveyed before optimization. It could get really intense at times, but... we succeeded.


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