2D and 3D artist Alex Ronay: ‘designing for the new generation of gamers is a lot of fun’

We recently caught up with talented 2D and 3D artist Alex Ronay to talk about game design and the vital role Affinity Designer plays in his workflow.

Tell us a bit about yourself.

I am 34 years old, a husband and a father. I have been a graphic designer as an occasional freelancer for the last 15-20 years. I tend to use my artistic skills on a variety of projects ranging in custom jewellery design, website design, logo work, illustrations, and game design. Lately, my work has been more focused on gaming and app design.

How did you discover the Affinity apps?

I have used Serif’s products for a long time, starting with DrawPlus X3. I came upon it through a CD that came with a desktop computer my family purchased. As the versions updated, I kept updating with them.

What is your main focus with regards to design and illustration?

My main focus is usually planning out my workflow. Because of the scope of the projects that I’ve been involved with, there is usually a lot of graphic updating involved from one version of a game/app to the next. Without careful planning and consideration of things like character setups, a lot of time and effort can be spent on reworking an illustration.

Tell us about Toonkins!

Toonkins is a project that I was asked to be a part of in the early months of 2019. The project is set to be a virtual world for kids in which users have their own character avatars that they can customise while playing games and socialising with their friends.

What makes Affinity Designer your go-to app for game asset design?

I have used many other programs in the past, however, I always thought that the process of importing from one program to the other for post-processing was a pain. Affinity has the personas which make all of that possible without the need for other programs. When it comes to game design, there are always tweaks that need to be made, either to have an animation work or be exported in a different resolution. The Export Persona is a gift when it comes to this. The continuous export option allows me to create an asset folder that the game engine or 3D modelling software share.

If I need to make a quick adjustment to a UV map or an asset, I just make my adjustment in Affinity Designer and it automatically appears on my model or in the game engine. This not only saves a lot of time, but it also ensures that what is in my game project is current with what is in the game engine.

What would you say is your main strength as an artist?

My main strength would be in that I am fairly versatile as an artist. I can create new styles or come close to styles that are asked of me from a client. I am a 3D modeller as well, so there is also the strength in being able to do both 2D and 3D work without having to contract another artist for a project. Because of the genre of games that I create, a lot of my work behind the scenes is posted on my social media. Making games for kids is a lot

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