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Stadia Games & Entertainment
Owlchemy Labs
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Ashley Pinnick is an accomplished Artist & Art Director specialising in games and emerging technologies, based in Los Angeles, California. With over a decade of professional experience, Ashley possesses a unique blend of technical and artistic skills, enabling her to create cohesive visual solutions for complex challenges. She has an exceptional ability to connect themes within a game’s fiction, visual expressions in game systems, and the combined skills of her team, making her a formidable force in the industry. As the former Art Director for Tilt Brush at Google and with contributions to multiple award-winning games and experiences, Ashley’s expertise shines in every part of the art pipeline.
Exploring the Intersection of Art and Technology in Gaming
Q

How do you describe yourself as an artist?

As an artist, I'm someone who loves to explore the intersection of creativity and technology. My work is all about creating immersive experiences and storytelling through visuals. I have a knack for finding connections between different elements, whether it's themed in a game's fiction or the technical aspects of a project.

3D render of the Google G logo against a cabin in winter
Q

How did you decide to become an Art Director?

Becoming an Art Director was a natural progression for me. Throughout my career, I found myself drawn to leadership roles and enjoyed guiding teams to bring a game's unique visual style to life. I discovered that I had a talent for identifying cohesive solutions and connecting different artistic disciplines, and that's what eventually led me to pursue the role of an Art Director.

A 3D render of a Liquor Mart
Q

How do you combine your technical and artistic skills?

Combining technical and artistic skills is essential in the world of games and emerging technologies. I use my technical expertise to understand the capabilities and limitations of various tools and platforms. Then, I blend that knowledge with my artistic vision to craft visuals that are not only visually appealing but also optimised for the medium they'll be experienced in.

A VR cartoon environment
Q

Could you briefly give an example of finding a fresh, cohesive solution to visual problems through a project?

Sure! In one project, we were working on a game that had fantastical fiction with an otherworldly setting. To create a cohesive visual style, I identified key elements in the game's narrative and drew inspiration from art movements that evoked a sense of wonder and surrealism. By infusing these artistic influences with modern rendering techniques, we were able to craft a visually stunning and cohesive experience that resonated with players.

A Cosmonious High poster
Q

Please elaborate on identifying connections between systems, themes, and disciplines.

Identifying connections between systems, themes, and disciplines is like solving an intricate puzzle. For instance, in a game, the theme of exploration can be linked to the mechanics of navigating through a virtual world. By understanding how these elements intertwine, I can ensure that the visuals enhance the player's experience and reinforce the game's narrative.

An illustration of a decrepit exit
Q

What made you shift to freelancing?

Freelancing allowed me to have more creative freedom and flexibility in choosing projects. I wanted to explore a broader range of opportunities and work on diverse projects across the gaming and entertainment industry. It also gave me a chance to collaborate with different teams and studios, which enriched my understanding of various creative processes.

A 3D render of a vw bug
Q

How is it different in terms of advantages and disadvantages?

Freelancing offers the advantage of working on different projects with diverse teams, which keeps me constantly engaged and challenged. However, it can sometimes be unpredictable, with varying workloads and periods of downtime between projects. Yet, the freedom to explore new artistic directions and the ability to shape my career on my terms makes it all worth it.

A VR cartoon environment
Q

How does the full-time work you did for 7 years compare to that?

Full-time work provided me with stability and the opportunity to delve deeply into specific projects, contributing to some incredible games and experiences. Working closely with a consistent team allowed me to build strong relationships and a deep understanding of each project's vision. Freelancing, on the other hand, keeps me on my toes with a diverse range of projects and clients, presenting new challenges and opportunities for growth.

A Tilt Brush scene
Q

What was your role as Art Director for Tilt Brush at Google?

As the Art Director for Tilt Brush at Google, my role was to lead and guide the artistic vision of the project. I collaborated with a talented team to shape the visual style and direction of the virtual reality painting experience. It was a thrilling experience to work on a groundbreaking project that empowered users to create art in a whole new way.

A ladder to an asteroid
Q

Likewise what did you do for Stadia’s Playa Vista Studio & Magnopus?

At Stadia's Playa Vista Studio and Magnopus, I worked on various projects as an Artist & Art Director. My responsibilities involved leading teams, managing outsourcing, and creating visually captivating experiences for different games and emerging technologies. Each project presented unique challenges and learning opportunities, contributing to my growth as an artist and professional.

A Slime Ball poster
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