Together with my team, our Technical Director, Mikael Hansson, and Art Director, Mattias Rousk, we helped set the technical and artistic requirements with workflows that would allow us to achieve our goals during production. I felt immense passion immediately and understood the vision that the team was aiming for when it came to character art for the project. And those were the values that led me to join Fatshark eventually.Ī year after playing Vermintide 2, I was brought on Darktide by our Game Director, Anders De Geer. Those were the signs that the whole team was very passionate about the project and the quality of their work. I vividly remember playing Vermintide 2 and being impressed by how fun and coherent the game felt. I also started playing Warhammer: Vermintide 2 about a year before joining Fatshark. I have very fond memories of playing it when I was younger. Entering the world of Fatshark and 41st MilleniumĪt the beginning of my journey at Fatshark, my only previous experience with the Warhammer universe was Warhammer 40 000 - Dawn of War 2. Today, I’m super excited to provide an insight into the character customization in Darktide and talk about how we’ve worked together to allow players to create their own characters of the 41st millennium in the Warhammer universe. I love everything gritty and creepy, and so working at Fatshark on a project like Darktide for the past two and half years has been nothing but a joy. Together with many talented colleagues, I’m working to bring the characters and horrors of Atoma Prime to life. My name is Juras Rodionovas, and I’m the Lead Character Artist on the Darktide team.