I’m an Art Director, Concept Artist, and Illustrator focused on visual development for games and interactive entertainment. My work revolves around transforming early ideas into clear visual languages that guide production — from the first sketch to final assets. I’ve spent years building visual identities, defining art direction, and designing characters, environments, and worlds that support both gameplay and narrative. I enjoy shaping the overall artistic vision of a project while ensuring design decisions remain practical within real production pipelines. At the core of my process is a strong foundation in traditional 2D sketching. Clear, linear design remains the fastest and most reliable way to explore ideas, solve visual problems, and define a shape language before moving into more complex stages. I’m particularly interested in exploring 3D design through voxel-based approaches and CAD-driven forms, where precision and modularity can inform strong visual structures for game worlds and assets.

Tomasz Ćwik

I’m an Art Director, Concept Artist, and Illustrator focused on visual development for games and interactive entertainment. My work revolves around transforming early ideas into clear visual languages that guide production — from the first sketch to final assets. I’ve spent years building visual identities, defining art direction, and designing characters, environments, and worlds that support both gameplay and narrative. I enjoy shaping the overall artistic vision of a project while ensuring design decisions remain practical within real production pipelines. At the core of my process is a strong foundation in traditional 2D sketching. Clear, linear design remains the fastest and most reliable way to explore ideas, solve visual problems, and define a shape language before moving into more complex stages. I’m particularly interested in exploring 3D design through voxel-based approaches and CAD-driven forms, where precision and modularity can inform strong visual structures for game worlds and assets.

Available to hire

I’m an Art Director, Concept Artist, and Illustrator focused on visual development for games and interactive entertainment. My work revolves around transforming early ideas into clear visual languages that guide production — from the first sketch to final assets. I’ve spent years building visual identities, defining art direction, and designing characters, environments, and worlds that support both gameplay and narrative.

I enjoy shaping the overall artistic vision of a project while ensuring design decisions remain practical within real production pipelines. At the core of my process is a strong foundation in traditional 2D sketching. Clear, linear design remains the fastest and most reliable way to explore ideas, solve visual problems, and define a shape language before moving into more complex stages. I’m particularly interested in exploring 3D design through voxel-based approaches and CAD-driven forms, where precision and modularity can inform strong visual structures for game worlds and assets.

See more

Language

English
Fluent

Work Experience

Art Director / Concept Artist / 3D Modeler / Level Artist / Lighting Artist / UI Artist / Texture Artist at Gruby Entertainment
December 1, 2020 - Present
Art Director responsible for the overall visual style and creative direction of projects. I create concept art defining characters, environments, and key visuals; I model and sculpt 3D assets for production; I design UI with emphasis on clarity and visual consistency; I shape lighting and level art to support mood and storytelling; I also paint textures to support the visual style and performance goals.
Concept Artist at Reikon Games
July 1, 2021 - October 1, 2022
Designed SF game elements with functional, use-based visual exploration; developed designs reflecting object purpose, gameplay roles, and different usage states; ensured assets feel believable and integrated into game world as concepts and production-ready assets.
Concept Artist at Artificer
April 1, 2019 - October 1, 2020
Created environment concept art and 3D blockouts for Showgunners; defined visual language of levels and locations; contributed to character design exploring silhouettes, costumes, and motifs.
Concept Artist at CreativeForge Games S.A.
January 1, 2012 - March 1, 2019
Worked on Phantom Doctrine, Hard West, Ancient Space; produced concept art, illustrations, and production-ready designs; responsibilities included character, prop, and environment concepts, mood paintings, and key art.
2D Artist / Concept Artist at Techland
September 1, 2008 - February 1, 2012
Contributed textures for characters, props, and UI elements; created concept art for characters, vehicles, and environments; supported level and environment design with conceptual drawings and 3D blockouts; focused on production-friendly designs translating 2D concepts to in-game assets while supporting mood and pacing.
2D Artist at Prominence S.C.
January 1, 2007 - August 1, 2008
Created pixel art and 2D assets for History Great Empires: Rome (Nintendo DS); produced UI elements, icons, and in-game graphics supporting gameplay clarity and historical themes.
Concept Artist / 3D Artist at sodigital
January 1, 2007 - March 1, 2007
Produced character concept art, low‑poly 3D models, and hand‑painted textures for game assets. Managed full visual pipeline from initial sketches to optimized in‑game models with stylized, readable designs suitable for real‑time rendering.
2D Artist at Proglobal
January 1, 2006 - December 1, 2006
Designed user interfaces and illustrations for digital products; created clear, functional layouts and supporting graphics; balanced usability with cohesive visual style to contribute to accessible and visually consistent user experiences.

Education

Add your educational history here.

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet