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Interview with Alexey Zaryuta

Web: http://a-zaryuta.narod.ru/ (will open in new window)
Email: moc.liamg@atuyraz

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Date Added: 18th December 2012
Keywords:
interview, 2d, alexey zaryuta,  

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What a coincidence – I was admiring his skills in one of his paintings, Carnation, Lily, Lily, Rose, in the Tate Britain the other week. It's an amazing piece of art. I believe his portraitures would be a great source of study for any enthusiastic painter as well. How about digital artists – do you particularly like any contemporary artists?

You know, I admire a lot of contemporary artists, but try not to be influenced by anyone in particular. Of course that entire crowd will have a certain level of influence, whether you want it to or not. Timur Mutsaev was a definite inspiration for me when I started my career. Then thanks to the internet, I discovered a ton of amazing artists, and I can't pick out anyone in particular now. They are all great!

It's very interesting to observe the CG movement nowadays and see how digital art has improved with time, at ultrasonic speed. Remember the award-winning work of the early 2000s? Most of them look ridiculous now! And 10 years in the future our work will be funny too. Modern artists must always be alive and kicking. The internet has changed everything; it's a blessing and a curse at the same time. A blessing to see all that beauty, and a curse to compete against it.

As you mentioned before, you are currently working as a concept artist at Frogwares, and if I am not mistaken it's a company that's involved in the games industry – could you tell us more about this and what you are working on at the moment?

Frogwares is an independent game studio founded in Kyiv (Ukraine) by two French men, Wael Amr and Pascal Ensenat back in 2000. From the beginning the company specialized in quest/adventure games, and is well-known for its ongoing Sherlock Holmes series. The last one, The Testament, was released across all three platforms this September. Also Frogwares have produced such titles as Journey to the Center of the Earth, Dracula and others.

I'm not focused on any particular project or field of work. Currently I am working on two projects: the next Sherlock Holmes game and Magrunner. Magrunner is a new first person action-adventure-puzzle game which we've funded with a successful crowd-funding campaign. About 50% of the time I'm working on UI and website design, and the rest of my time is spent on concept and marketing art.

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Out of all of the games, which one was the most enjoyable to work on and why?

Definitely Magrunner; it has a very cool sci-fi setting that I'm excited about. Also World of Battles, which is an online strategy game. The fantasy genre of this project has been fun to work on as I've been called on to produce concept art for creatures, vehicles, weapons, armor, etc. Although the Sherlock Holmes game has better production qualities, the setting is classic and there is almost no need for new concept work. All the modeling can be done by using photo references.

If you had to chance to start your career again, what would you change?

Nothing! I never doubt my past decisions; it's just a waste of time. I prefer to think about what I can change now.

Do you have any words of wisdom for anyone interested in digital art or anyone who wants to start a career in this field?

Start with the basics and dig the classic approach as there is a ton of knowledge out there, accumulated over centuries. Also, don't hesitate to redo stuff. If you look at what you have just created and are not fully satisfied with it, do it again. It's wrong to think that others may not notice it. They will, even the things that you didn't.

What's next for you? Do you have any exciting plans for the future?

Yes, I want to earn lots of money, put it into the bank and do nothing else (Laughs). But in the short-term I plan to increase my workload to 100% 2D art.

That sounds like the right plan to me, best of luck with all that Alexey. I really enjoyed doing this interview and thank you for your time!






 
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