Working with Electronic Arts on Need for Speed Unbound was a unique and refreshing experience in my career as a 3D artist. Known for pushing boundaries in both gameplay and visual style, this project stood out for its bold artistic direction—blending realism with stylized, almost graphic-novel-inspired visuals.
For me, this wasn’t just another production role. It marked my transition into a more conceptual and exploratory position within a AAA pipeline.
Collaborating with Industry Leaders

On this project, I had the opportunity to work directly with Art Director Darren White and Abdul Gamiet. Their vision for Need for Speed Unbound was clear: break conventions and explore a new visual identity for the franchise.
What made this collaboration special was the level of trust and creative freedom I was given. Instead of following a strict execution pipeline, I was encouraged to experiment, iterate, and help define the look itself.
My Role: Character Design Research & Visual Exploration
I was in charge of character design research, which meant diving deep into exploring how characters could look, feel, and exist within this new stylized world.
This included:
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Investigating different visual directions for characters
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Exploring stylization vs realism balance
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Defining how characters interact with lighting and shading
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Prototyping potential rendering pipelines
It was the first time in my career that I stepped away from purely execution-focused work (like digital humans or creatures) and moved into a more concept-driven role.
And honestly, it completely changed how I approach art.
Building a Stylized Render Pipeline in Blender

One of the most exciting parts of this project was the opportunity to explore a custom render pipeline.
For this, I used Blender—specifically because of its powerful and flexible toon shader system.
Blender’s embedded toon shading allowed me to:
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Experiment with light and shadow in a non-photorealistic way
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Use gradient ramps to control shading transitions
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Push stylization while maintaining volume and readability
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Rapidly iterate on looks without heavy pipeline constraints
This approach was key in helping define the visual language of the characters. Instead of relying purely on realism, we could shape how light behaves artistically—almost like painting with shaders.
Working on Celebrity Likenesses — A$AP Rocky
Another major responsibility I had was working on several high-profile likenesses, including A$AP Rocky.
Handling likeness in a stylized project is a completely different challenge compared to realistic pipelines. You need to:
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Capture the essence of the person, not just their exact features
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Translate recognizable traits into a stylized language
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Maintain identity while adapting to the project’s artistic direction
It’s a delicate balance between accuracy and interpretation—and one of the most rewarding challenges I’ve faced.
A Shift from Execution to Concept

This project marked a turning point in my career.
Coming from a background focused on digital humans and high-end VFX assets, I was used to working within established pipelines and pushing realism.
But on Need for Speed Unbound, I had to:
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Think more like a concept artist
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Explore ideas rather than finalize assets
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Prototype instead of polish
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Focus on visual storytelling and style
It taught me that being a great artist isn’t just about execution—it’s about thinking, exploring, and defining.
Key Takeaways from the Experience
1. Creative Freedom Drives Innovation
Having the space to experiment led to some of the most საინტერესო and unexpected results.
2. Tools Don’t Limit Style — Mindset Does
Using Blender’s toon shader showed me how powerful non-traditional tools can be in a AAA pipeline.
3. Likeness is About Essence
Especially in stylized projects, capturing the feel of a person matters more than exact replication.
Final Thoughts
Working on Need for Speed Unbound with Electronic Arts was one of the most creatively liberating experiences in my career.
From collaborating with Darren White and Abdul Gamiet, to exploring stylized rendering pipelines in Blender, and working on iconic likenesses like A$AP Rocky—this project pushed me beyond my comfort zone and into a more conceptual space.
If you’re a 3D artist looking to grow, I highly recommend stepping outside of pure execution roles and exploring design, research, and visual development. That’s where you truly begin to shape the art—not just create it.