Anniversary Highlights: Introducing our Art Director & Lead Artist
Today, we want to introduce you to our Art Director & Lead Artist, Steve Resig.
Steve Resig is a talented artist who has brought his unique creative vision to Mines of Dalarnia. He has worked tirelessly to design the game’s stunning graphics, characters, and environments that make the game stand out.
We hope that reading his answers to our questions below will give you a glimpse into Steve’s personality, passion, and creative process.
PERSONAL QUESTIONS:
Where are you located?
S: I am located outside of Rochester, NY, U.S.
What’s your favorite hobby?
S: Woodturning.
What’s your favorite food?
S: Apple pie!
What’s your favorite video game?
S: Age of Empires 2.
What’s your favorite series/movie?
S: Lord of the Rings trilogy.
What’s your favorite music genre?
S: My favorite music genre is pretty much anything without lyrics. I only want to hear instruments, no voices, please.
ABOUT MINES OF DALARNIA:
How long have you been in the crypto space?
S: I’ve been more involved in the “crypto space” for the past 2 years since the start of production on Mines of Dalarnia 2.0 (the game that is out now).
How long have you been playing MoD?
S: When the first 2019 version of the MoD 1.0 game was in production, I playtested the game and saw its development, but I was not into crypto yet.
Where did you first hear about it?
S: I’ve been at Workinman for close to 10 years now, and it was probably around 4 years ago that I first heard about the Mines of Dalarnia game. I was working on some other projects internally while the first iteration of MoD was being developed at Workinman, so I was able to see its progression over the months as others worked on it. When the (current) official full game was in discussions of getting started, I wanted in on it because it sounded like fun to be able to expand upon the initial concept and run with it!
Tell us more about your background in the gaming industry and how do you perceive MoD from a creative perspective?
S: I started in the gaming industry about 10 years ago as a general production artist and have grown into my current role as an Art Director. My overall creative role on projects ranges from UI/UX design, digital illustration, animation, and 3D work. I have worked on a wide variety of games for many different clients, from educational Disney games for preschoolers and immersive interactive experiences for museums to internationally released apps with publishers such as Atari.
How do you collaborate with other teams, such as the game developers, to ensure that your creative efforts align with the overall goals of the game?
S: I work quite closely with all members of the development team on a daily basis. So having regular communication keeps things in the right direction most of the time. I think the most beneficial thing that we do is include everyone in the brainstorming and feedback process for most elements of the game design. While final decisions of certain things getting implemented are on a few peoples’ heads, I think it is important and beneficial to the creative process to include as many members as possible so everyone is heard.
What do you like most about this project?
S: The thing I’ve liked most about this project is how it’s continuously growing and changing, almost always for the better. Being able to improve upon past designs or create whole new things from scratch is rare in projects I’ve worked on over the years.
What’s the funniest thing you’ve encountered here?
S: We have our fair share of bugs and glitches that happen during development that are always good for a laugh, so I can think of a few! I think the community is probably familiar with the spinning disco slugs that get stuck going in circles on tiny blocks of dirt. Back during the Quicksilver event, we would catch tons of the super-fast lighting slugs going crazy. Or when we first started adding bounce and gravity physics to select elements in the game to give them more life. We added the physics to the Miner character and the slugs to see what would happen, and nothing would stay still during the game, they just kept wiggling all over the map.
How do you see Mines Dalarnia after a year?
S: I think MoD has become even more polished and well-rounded, with new content and features that will continue to engage and excite players. I also believe that the community will continue to grow and become even more active, with new players joining and contributing to the game.
Anything else you would like to share with our community?
S: I’m impressed with the involvement that the MoD community has shown over the past year. From an art and creative side of things, it was fun seeing all of the entries and ideas the community came up with back during the Halloween Holo art contest. It was fun translating the winning designs to the 3D models for gameplay. It feels good to be able to bring in ideas from the MoD community.
Steve’s unique creative vision has brought Mines of Dalarnia to life. We appreciate his contributions to the game and the community, and we’re excited to continue working with him.
We want to thank you, our community, for your ongoing support and engagement. It’s your passion for the game that keeps us motivated and inspired to deliver the best possible gaming experience.
Stay tuned for more exciting updates and features in the Dalarnian world.
Visit our Website: https://www.minesofdalarnia.com/
Follow us on Social Media:
Twitter: twitter.com/MinesOfDalarnia
Twitch: twitch.tv/officialminesofdalarnia
Youtube: youtube.com/c/MinesofDalarnia
LinkedIn: https://www.linkedin.com/company/mines-of-dalarnia/
Join our Community Channels:
Discord: discord.gg/daropennetwork
Telegram: https://t.me/DarOpenNetwork