Friday, May 17, 2019

Why Every Game Needs a Strong Artistic Vision: Lessons Learned

importance of art direction in games, artistic vision in game development, visual direction for game teams, game art leadership, aligning game visuals

After working on multiple game projects over the years, one truth stands out more than most: a clear and consistent artistic vision can make or break a game. It doesn’t just influence how a game looks, it shapes how it feels, how the team works, and how players connect to the world you've built.

Does it mean you need to have a fully-formed artistic vision from day one? Not necessarily. Artistic direction can evolve collaboratively throughout the concept, prototype, and pre-production phases. The earlier you involve your art team in shaping the vision, the stronger the shared understanding will be. This process not only builds trust but also fosters alignment and ownership, turning your team into active champions of the visual identity.

Here are a few key lessons I've learned about why artistic vision matters and what happens when it's either missing or misaligned.


1. Vision Brings Unity

A strong artistic vision creates consistency across all departments, from concept art and 3D modeling to animation and UI. It acts as a shared compass that helps artists and designers make decisions independently while staying on track. When a game lacks a clear visual identity, the result is often a patchwork of styles, tones, and references that feel disconnected.


2. Vision Speeds Up Production

Paradoxically, clear constraints breed creativity. A strong artistic direction gives the team guardrails: what shapes to use, what colors define the mood, what rules to follow (and occasionally break). This reduces indecision, shortens feedback loops, and minimizes costly revisions.


3. Vision Builds Trust and Buy-In

When the art direction is strong and well-communicated, the team gets behind it. They start contributing with confidence, amplifying the vision rather than questioning it. Artists become advocates, and their work carries more intention. It turns a top-down mandate into a shared creative mission.


4. Vision Resonates with Players

Visual consistency isn't just aesthetic, it's emotional. Players remember the mood, the atmosphere, the tone of a world. A cohesive art direction is part of how a game becomes memorable. Think of the warm melancholy of Journey, the raw painterly boldness of Hades, or the stark graphic world of Inside. None of those games happened by accident.


5. Vision Requires Leadership and Flexibility

Great artistic vision doesn’t mean rigid control. It means leading with clarity, then allowing flexibility within the framework. Sometimes, a team member brings in a fresh take that pushes the direction further. The best visions are strong enough to guide, but open enough to evolve.


6. Vision Outlasts Trends

Relying solely on the latest rendering tech or visual gimmicks can give a game a short-term edge, but it rarely holds up over time. The games we return to, the ones that feel timeless, are those grounded in strong artistic direction, not trendy effects. Visual identity should come first; technology should serve it, not define it.

A well-considered art direction can give even technically modest games a lasting presence. It’s not about chasing realism, it’s about making your world feel cohesive, expressive, and intentional.

importance of art direction in games, artistic vision in game development, visual direction for game teams, game art leadership, aligning game visuals

importance of art direction in games, artistic vision in game development, visual direction for game teams, game art leadership, aligning game visuals
Concept Art and Mood Boards for a game that was unfortunately cancelled.

Gear evolution of the main character

Final Thoughts

Without a shared artistic vision, teams drift. With one, they align, amplify, and elevate. A strong visual foundation doesn’t just improve the art; it supports storytelling, production, player experience, and team morale.

If you're leading or contributing to a game project, don’t treat art direction as a side topic. It’s not just decoration, it’s the language of your world.

#GameArt #ArtDirection #VisualDevelopment #CreativeLeadership #GameDesign #SimonLocheArt

Wednesday, April 3, 2019

From Reference to Screen – Life Drawing on iPad

 A quick life drawing study of a woman seated on a chair, captured in a relaxed pose. Drawn from reference.
The figure is lightly dressed in underwear. Infinite Painter.

Thursday, March 29, 2018

Joining Space Ape Games – A New Adventure in London

 

I’m excited to share that I’ve recently joined Space Ape Games in London as Studio Art Director for the Visual Development department.


After several years working across different studios and projects, the opportunity to be part of a team like Space Ape, known for its energy, creative spirit, and ambition, felt like the perfect next step.


In my new role, I’ll be focusing on building and leading the Visual Development department, helping to define the artistic vision across new projects while supporting the incredible teams already in place. It’s an exciting challenge, combining hands-on creative work with mentorship and long-term art direction.


One of the things that drew me to Space Ape was the studio’s commitment to innovation and its approach to empowering small, focused teams to create high-quality, original games. Being part of that kind of environment, where new ideas are encouraged and creative risks are supported, is exactly what I was looking for.


Relocating to London has been a big change, but it’s been a good one. The city’s energy, its art scene, and the collaborative spirit at Space Ape make it an inspiring place to be.


I’m looking forward to this new chapter and to sharing more as our projects take shape.

Exciting times ahead.


#SpaceApeGames #ArtDirection #VisualDevelopment #NewBeginnings #SimonLocheArt


Wednesday, January 10, 2018

Designing Greyven, the Dragon Slayer – Breakaway (Amazon Game Studios)

As part of the art direction and visual development team on Breakaway, Amazon Game Studios’ first major title, I had the chance to oversee and contribute to the creation of many characters, including Greyven, the Dragon Slayer.


This particular design was a great opportunity to explore the balance between heroic fantasy and gameplay clarity. From silhouette to armor detailing, every choice aimed to make Greyven feel grounded in the world of Breakaway while standing out as a bold, iconic presence on the battlefield.


Huge thanks to my amazing internal team and our talented outsourcing partners for helping bring this character to life.


More behind-the-scenes insights from Breakaway to come.


#CharacterDesign #Breakaway #AmazonGameStudios #ArtDirection #VisualDevelopment #GameArt #SimonLocheArt


Breakaway is a team battle sport where two squads of four collide in intense competition. Seize the Relic and slam it into your opponent’s base to score! Make plays with your team by passing, juking, and dunking the Relic. Crush your enemies with magic and steel. Control the arena with game-changing buildables and outplay the other team. With so many different ways to play and win, Breakaway is never the same game twice.


 





Kyra – Concept Design for Breakaway (Amazon Game Studios)

While working on Breakaway at Amazon Game Studios, one of the most rewarding aspects of leading the visual development was shaping the personality and identity of the game’s diverse cast.


Kyra, stood out early as a character whose elegance had to match her power. Her design was built around sharp silhouettes, flowing forms, and visual cues that reinforced her elemental abilities. The goal was to make her movement feel as fiery as her shooting skills, controlled, precise, and dangerous.


She evolved through several iterations, balancing stylization with readability for fast-paced gameplay.


Grateful to the team and our external partners for helping bring her to life with nuance and style.


#ConceptArt #CharacterDesign #Breakaway #AmazonGameStudios #VisualDevelopment #GameArt #SimonLocheArt

Breakaway is a team battle sport where two squads of four collide in intense competition. Seize the Relic and slam it into your opponent’s base to score! Make plays with your team by passing, juking, and dunking the Relic. Crush your enemies with magic and steel. Control the arena with game-changing buildables and outplay the other team. With so many different ways to play and win, Breakaway is never the same game twice.







Tuesday, January 9, 2018

Designing ‘Lava Girl’ – Breakaway (Amazon Game Studios)





One of the more experimental characters developed during my time on Breakaway at Amazon Game Studios was internally referred to as “Lava Girl.”


Her concept pushed us to explore more extreme elemental themes and bold surface treatments. The focus was on designing a character that felt sculpted from molten rock, a living fusion of heat, strength, and motion, but showing elegance and deadly charm.

Unlike some of the more armored or traditionally heroic silhouettes, Lava Girl challenged us to create a design that read instantly in motion, with glowing materials and contrasting surface textures that brought her volcanic origin to life.

Big thanks to the team for supporting the creative risks and helping develop one of the more visually dynamic prototypes on the project.


#Breakaway #AmazonGameStudios #CharacterConcept #ElementalDesign #VisualDevelopment #GameArt #SimonLocheArt


Thorgrim, the Ice Viking – Breakaway (Amazon Game Studios)

Among the many personalities I helped shape during my time as Art Director on Breakaway, Thorgrim stood out as a pure force of nature, an ice-cold juggernaut with mythic presence and brutal simplicity.


Inspired by Norse mythology and Viking archetypes, Thorgrim was designed to embody raw power and unwavering resolve. His silhouette, with the horns of a battle ram and the weight of a towering warhammer, demanded clarity and impact on the battlefield.


Every design choice, from his armor to the frost-covered hammer, was about communicating one thing: unstoppable momentum. His animations needed to feel heavy, deliberate, and dangerous, while still reading clearly in fast-paced, chaotic gameplay.


Thorgrim’s ability kit amplified that direction:

  • Heavy overhead strikes, devastating knockbacks, and his signature move, Ragnarok, delivered visual weight and moment-to-moment spectacle.

  • His perks encouraged aggressive, high-reward playstyles, rewarding control and timing.

  • His buildables, especially the Demolition Hammer and defensive Wall, reinforced his role as both battering ram and frontline tank.


It was a pleasure bringing Thorgrim’s icy fury to life, thanks again to the talented team and collaborators who helped make this hammer-wielding Viking more than just a tank, but a memorable and mythic presence in Breakaway’s roster.


#Breakaway #AmazonGameStudios #CharacterDesign #VikingConcept #GameArt #SimonLocheArt #VisualDevelopment #GameplayDesign


Breakaway is a team battle sport where two squads of four collide in intense competition. Seize the Relic and slam it into your opponent’s base to score! Make plays with your team by passing, juking, and dunking the Relic. Crush your enemies with magic and steel. Control the arena with game-changing buildables and outplay the other team. With so many different ways to play and win, Breakaway is never the same game twice.













Breakaway - Portobello Characters: A Look at the First Art Direction

Before its first major pivot, Breakaway had a very different tone and scope. The early version of the game, known internally as Portobello, was built around a more casual and accessible experience, and visually, I wanted that to come through in every corner of the design.

The goal was to develop a lighthearted and cartoony aesthetic: no straight lines, bright and punchy colors, soft forms, and non-aggressive silhouettes. While the game still relied on a PBR (Physically Based Rendering) pipeline, the visual intent leaned more toward an illustrative, stylized finish.

During this period, I was serving as both Art Director and the sole character concept artist, which meant shaping the world while simultaneously designing its cast. It was a fast-paced but creatively rich time, and I had a lot of fun developing characters that embraced the visual playfulness we were after.

These early designs reflect a version of Breakaway that was more whimsical and expressive, a foundation that helped us define and evolve the game's identity over time.

Special thanks to Peter Han and Michael Anderson for their fantastic work translating these characters into 3D.

#Breakaway #Portobello #CharacterDesign #ConceptArt #AmazonGameStudios #StylizedArt #VisualDevelopment #SimonLocheArt


Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Breakaway character art, early Breakaway development, Portobello art direction, cartoony game visuals, stylized PBR character design, concept art for casual games

Monday, January 8, 2018

Project Bruce: A Glimpse into a Forgotten Gotham

That was the premise behind Project Bruce, an unreleased web series we developed as a passion project exploring the slow, quiet unraveling of an aging Batman in a world that had moved on without him. It was less about action and more about atmosphere, tone, and the emotional weight of a legacy fading into irrelevance.

This collaboration brought together an incredible group of artists and storytellers, including Casey McDermott (Blizzard Cinematics), Renaud Galand (Lead Character Artist on Overwatch), and many other talented contributors. I was fortunate to be involved in the art direction and concept design, helping define the look and feel of a Gotham that mirrored Bruce’s own decline.

Visually, the goal was to shift away from the heroic myth and toward something more human and fragile. The city felt heavier, colder, and more indifferent. Bruce himself was no longer a figure of fear, but a man clinging to purpose in a place that had already forgotten him.

Though the project never made it to release, it remains one of the most creatively rewarding explorations I've worked on. It allowed us to reimagine a legendary character through a completely different lens, one shaped by age, isolation, and the quiet search for meaning when the cape no longer fits.

#Batman #ProjectBruce #ConceptArt #VisualDevelopment #UnreleasedSeries #ArtDirection #SimonLocheArt #GothamRedefined


Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

Batman concept art, aging Bruce Wayne story, unreleased Batman web series, Project Bruce visual development, atmospheric superhero redesign, Simon Loche concept art, reimagining Batman

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