Latest news with #characterDesign


Entrepreneur
2 days ago
- Entertainment
- Entrepreneur
The Vision Behind the Game: How One Artist Redefines Visual Storytelling
Dmitry Parkin is redefining the emotional and visual depth of modern video games by blending artistic mastery with decades of hands-on experience in character design, creature creation, and world-building. Opinions expressed by Entrepreneur contributors are their own. You're reading Entrepreneur India, an international franchise of Entrepreneur Media. Dmitry Parkin has quietly become one of the most influential visual storytellers in the global gaming industry. With a career spanning nearly three decades and more than 25 titles, his work has helped define the look and feel of some of the most celebrated games of the modern era. From Quake, Fallout 3, and Halo to Metro: Exodus, Ghost of Tsushima, and Mortal Shell, Parkin's character design and world-building have contributed not only to the critical and commercial success of these titles, but to the emotional depth and complexity that make them memorable. Born and raised in Saratov, a city in provincial Russia, Parkin began creating game art in his teens during the early rise of 3D game development. By the time he finished school, he had already built a professional portfolio, working alongside programmers and contributing to early projects that gave him both technical credibility and creative autonomy. Without formal training in art or design, Parkin learned by doing—experimenting with tools, materials, and techniques until he found his own distinct visual language. That language is rooted in a fascination with darkness, mortality, and the raw beauty of the natural world. As a child, he observed amphibians, leeches, and predators with equal parts fear and fascination—an emotional foundation that later shaped the terrifying elegance of the characters he designs. Over the years, Parkin has become known for building creatures that evoke not just horror, but empathy, ambiguity, and intrigue. His monsters are rarely one-dimensional; they often carry a narrative weight that deepens the player's experience and reflects the emotional tone of the game. Parkin's breakthrough on the international stage came with his contributions to Fallout 3, a game that helped redefine the role-playing genre and won 18 international awards. That project positioned him as an artist capable of shaping the emotional core of large-scale productions. Years later, he was recruited by Sony to join the Ghost of Tsushima team as a Senior Character Artist. The title became a global success, selling over 2.4 million copies in its first three days and generating nearly $400 million in revenue by 2023. It also won dozens of industry awards, including Game of the Year, Best Art Direction, and Outstanding Character Design. But commercial success has never been Parkin's primary motivation. He seeks creative freedom above all else — preferring projects that challenge convention and explore new territory. In 2017, Parkin co-founded Cold Symmetry, an independent game studio formed by four developers seeking to build games outside the constraints of the AAA system. Their debut title, Mortal Shell, released in 2020, became a breakout success in the Soulslike genre. Created on a limited budget by a tightly focused team, the game sold over one million copies, generated nearly $29 million in revenue, and its debut trailer drew over 1.6 million views, earning praise for its haunting visual design and emotional depth. In 2025, the franchise reached a new milestone. Mortal Shell II was chosen to open Summer Game Fest, the gaming industry's most high-profile global showcase. Introduced live by journalist Geoff Keighley, the event drew a record-breaking seven million views within just three days on The Game Awards YouTube channel. The reveal was framed as a testament to what passionate independence can achieve. One of the trailer's core features was its clear focus on character art by Dmitry Parkin. Nearly every shot featured new warriors and creatures engaging in combat, highlighting the visual direction that defines the game. Set for release in 2026 on PC, PlayStation 5, and Xbox Series X|S, Mortal Shell II marks the next step in Cold Symmetry's evolution — from indie upstart to a globally recognized creative force. Dmitry Parkin has made significant contributions to the evolution of character art and design within the game industry. His visual style has influenced a generation of artists, with many of his characters being referenced, studied, and replicated across both commercial and educational platforms. His unique artistic vision has been implemented in major commercially successful titles, helping to shape the aesthetic direction of modern games. His influence extends beyond development. His works have been exhibited at major international art events across the United States, France, Italy, and Russia — including Art Expo New York, the Carrousel du Louvre, and the 2nd International Biennale "Art of Palermo". Earlier in his career, his digital character Imrod, which earned first place in the international Dominance War 3 competition, became one of the most widely referenced models in the 3D art world. It appeared in tutorials, indie games, and academic presentations — including at events such as SIGGRAPH — establishing his influence beyond the boundaries of commercial production. This early recognition marked the beginning of a long-standing impact on the visual language of modern character design. As trends in gaming shift toward faster, more automated content creation, Parkin has voiced concerns about the industry's direction. He argues that many new games are visually polished but lack substance, character, or vision. In his view, the game industry is in need of a creative renaissance — one that returns focus to meaning, emotion, and originality. While he acknowledges the potential of AI tools in speeding up production, he believes the core of artistic innovation still lies in the human ability to evoke emotion, tell stories, and challenge perceptions. Dmitry Parkin's journey — from a self-taught teen sketching monsters in Russia to a global creative force behind some of the industry's most iconic games — offers a powerful example of how individual vision and artistic rigor can reshape entire genres. His work is a reminder that behind every great game is not just code, but a deep understanding of human emotion, fear, and imagination.


Forbes
09-06-2025
- Entertainment
- Forbes
‘Daemon X Machina: Titanic Scion' Finally Shows Some New Gameplay
It's taken a while, but we're finally getting to see more of Daemon X Machina: Titanic Scion in action, and it's definitely impressive. Specifically, two new trailers for Daemon X Machina: Titanic Scion have dropped. The first (shown below) covers 'particle weapons', which are functional additions to your Arsenal. They come in three varieties: Assault Shift (AS), Guard Shift (GS), and Wing Shift (WS). The first offers minor ancillary weapons fire, the second gives you added protection, and the third increases your aerial mobility. All three use Femto, which was one of the main fuel types from the first Daemon X Machina. The second video (shown below) covers the game story, and this is where things get weird. This is because for the first Daemon X Machina, the story was an incomprehensible mess. While there was a very nice prologue anime done by Satelight that set the tone of the narrative, the game's eventual story was just plain confusing. The interesting thing here, though, is that the new Arsenals are scaled to power armor, and that means you can get actual characters sans-helmet emoting in cutscenes. For all the failings of the first Daemon X Machina's story, it did try very hard to add proper characterization into the game. Most mecha games, such as Armored Core, had a historically hard time landing a solid narrative, because you rarely got to see any of the characters. So this time around, not only are we getting characters in power armor, but also a new character designer, Kimihiko Fujisaka, whom I interviewed a while back for Terra Battle. In any case, story weirdness aside, Titanic Scion is shaping up to being an interesting mecha game and I'm looking forward to taking it through its paces once it is released on September 5. Follow me on X, Facebook and YouTube. I also manage Mecha Damashii and am currently featured in the Giant Robots exhibition currently touring Japan.