Balazs Kiss

Real-time & games

Game Development

From pixel art on indie titles in 1998 to leading lighting on a AAA Unreal Engine RPG.

2020 · Published – AAA RPG

Flintlock: The Siege of Dawn

Lead Lighting Artist

A44 Games / Kepler Interactive

Lead Lighting Artist for A44 Games on the AAA action RPG Flintlock: The Siege of Dawn.

Title screen lighting, cafe-shop lighting, static light source design (lanterns, candles), Mediterranean desert environment lighting, asset troubleshooting (ray-traced shadows), interior / exterior transitions, establishing look-up tables, HDRI asset verification pipeline and cinematic lighting guidelines.

Unreal Engine 4DaVinci ResolvePhotoshopPTGuiPerforce

2020 · Unreal Engine cinematic

NinjaPad – Cinematic Trailer

Client-side Supervisor

Photon VFX

Through his VFX consultancy, Photon VFX, Balazs served as client-side supervisor for cinematic game trailers built in Unreal Engine.

Unreal Engine 4DaVinci ResolvePhotoshopNuke

2003 · Cancelled (PS2 / Xbox)

Bloody Waters: Terror from the Deep

3D Artist

Pineapple Interactive

His first games industry job, at a small indie studio in Bradford, UK. Bloody Waters – the predecessor to Maneater – was developed for PS2 and Xbox under the leadership of Simon Barratt.

3ds MaxPhotoshop

1998 · Published

CyberBall

Lead Artist

Midas Interactive (publisher)

Where it all began: indie “garage” projects developed with friends. Balazs handled game design, flipper table design, all 2D and some 3D in-game work, hand-animated effects, pixel art, menus, UI and the box cover art.

3D Studio MaxPhotoshop

1999 – 2000 · Arcade racer prototype – unreleased

HydroJet

3D Artist, Co-founder

Stormex Development

An arcade boat racer prototype. Balazs worked as 3D artist on boat and asset design, textures and level design, and served as co-CEO / founder.

3D Studio MaxPhotoshop