When Malta came with the idea of the project, I was absolutely excited about it. Like precisely, you know, Wolfenstein is one of those games that I I played in in my younger years. And uh the idea of having, you know, making a rendition to a game like that, right? Like making something that more or less resembles or has the idea or the spirit of a game like that, right? It was an absolute dream uh to to a certain degree. It was like absolutely, yeah, let's do it. This is this is teenage fantasy right now, right? Um and uh and yeah, I mean um I I will say there was a very interesting conversation that we had. Uh we we set a call for I don't know I remember 45 minutes. We ended up like three hours and a half talking about what we can do, what we can start, you know, when we we blinked, we already had a Git repository, you know, a a real project set up. you know, it was it was actually quite fast, I would say. But I I enjoyed a lot so far uh doing the project,
right? Yeah. Um I mean like uh you guys might have mentioned it, but when did you guys first meet? Was it years ago you guys used to work together? How how did this union begin?
Actually was around, correct me if I'm wrong, multi about 2019 2020.
Yes, exactly. when I think shortly before corona hit.
Yes. Uh actually it uh I was back I was back then in a in a code development studio and um you know recruiter came in with the idea of VR and that moment VR was quite hot honestly quite hot you know like many of the times in which VR has been hot in the game industry right there is like a cycle of of coming and returning right and um uh it was very exciting for me and I decided to accept it and this is where I met Malti actually right I mean it was did you join like a little bit after me I believe.
Yes, I I did join a little bit after you. I think half a year and we haven't
been assigned to one project. So there were multiple projects in this company going on but I think we knew us due to like meetings and overlapping things because I led the art department back then. Um and I had to grab like one technical artist who know uh its ground and um that was obviously Rafino uh where he provided me like with um Unreal insights. What can we do? How to work together to optimize the whole experience because VR is very um rendering intense and
very demanding.
Yeah. Yeah. Very demanding. And we shortly noticed that we have the same kind of humor. Um we have the same kind of dedication to work actually. Um we we very much um care about work especially when it comes to performance. Um and yeah this is when our friendship just started and when we departed from this um company we actually kept in touch and usually it's like hi um how are you doing or like half a year text messages
or something but it wasn't the case we were like updating each other hey how are things on your side and then yeah he he knew that I um will uh started at Romero games and yeah he was my very first contact because you know starting such a game idea for an artist can be a really cool thing, but starting like a whole game is a different level. Um, because I wouldn't be able to do like all the technical parts. I mean, maybe I would, but that would take me ages.
I think you will. I think you will be able I mean this is something that I that I that I realized when we met in in the VR company is precisely that Malta has a keen eye for technical stuff and he's able to basically manage himself which you know made communication extremely extremely easy as a technical artist back then to to explain someone who understands technical side of things and art at the same time right um I I I joked sometimes that Malt will have take
my job at any moment in that company like you will absolutely take my job, right? Uh and because because he he had these rare mix of being an artist with artistic eye and technical eye at the same time, right? And he was always open to absolutely work what kind of optimization is needed here what kind of you know how can I reach this better or this other thing but can you tell me what will be the best way to do such and such right so so it it was you know it's not so common to have artists that actually come for consultation to a tear normally you know it's not true right you forgive me any other artists listening this you people are awesome but the common thing the common relation is that tear sets kind of a rules and sets and whatever. But in the case of Malti was he was proactively seeking consultation of hey so I need to do this what would be the best way or do you think this is a good
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Game Developers Conference · 2022
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