![Creative image](/_next/image?url=https%3A%2F%2Flaetro-production.s3.amazonaws.com%2Fstore%2Fc2377d58b0a28b47438b2adf6492e754.webp&w=3840&q=75)
Deborah LG Shapiro
Product Manager
Project Manager
Executive
Growth Marketer
Strategist
User Researcher
Quantitative Research
I follow closely the brief, look at what is needed and discuss every detail with the art director and other collegues, if needed. Sometimes one thing leads to another and for example the environment needs to correspond with characters or vive versa. I always try to make designs cohesive, even when varied. And of course different projects demand different styles, I want to stay flexible.
I look at what's already established and try my best to fit in with the style.
I love being able to put my own spin on things when I'm able, but having constraints and being pushed out of the comfort zone by the project at hand is also good. Work is work, and it can be challenging, thus helping to grow!
There are things which I suppose define my style and I always want to keep in, no matter how varied the projects are: attention to detail and anatomical accuracy.
Since Poland is a big hub of gamedev studios and full or creative people, I find it very motivating in terms of inspiration. Once the terms of cooperation are established, work can also be fun. Professionals are very supportive to the newcomers, that is a big plus!
I always drew as a kid and never stopped, haha! I was mainly influenced by the media - cartoons, animated movies, and by comic books, illustrated fairytales etc. I also watched tons of nature-related documentaries and tried my best to draw the animals from memory afterwards. My fascination for depicting our beautiful world never wore off.
Sometimes it's a great big mess, but the results are rewarding once it all comes together. Being open for any kind of feedback and ensuring everyone knows what to do is the key.
One time precision is vital, other times not so much - it all depends on what the work is needed for (e.g. storyboards need more focus on movement than precise designs). Some projects allow for more artistic freedom, others do not - and I'm fine with that.
I didn't have the opportunity to do concept arts for a movie yet, but I believe they wouldn't be much different than those needed for a video game or a comic book.
The first big project was working as a concept artist and illustrator for the Polish gamedev studio Dark Point Games making its first game, Achilles: Legends Untold. I was recommended by one of their workers, they liked my works and I was integrated with the team. It was a great learning opportunity.