WORLDS SHAPERS IN FOCUS: Ioan Dumitrescu
Published on 12 December, 2019
Our five hours workshop in a dark pub’s basement with Concept Artist Ioan Dumitrescu as mentor was like meeting our conscience.
We laughed, we argued, we kissed our fears goodbye or at least had the daring thought that making an artwork out of your career is an artist’s life mission. And that almost never just happens, but it is being made. With hard work and struggle, you know the deal, we’re just here to remind you that. 🌞
Our conspiratorial meet up was again a joint event with the Amber peeps, a both our companies initiative to setup inspiring encounters between our teams and real cool artists we love. As we did it before in May 2019 with superstar Daniel Dociu.
Ioan Dumitrescu is a restless Romanian concept artist working in video games and film industry. Besides being an excellent artist with an immense portfolio, Dumitrescu has created the first ever community of game devs in Romania.
He made two of the greatest events in Romania dedicated to the video games industry – Behind the Iron Curtain-Concept Art Workshop, in 2010 and 2012.
This man with a dream succeeded to bring to Bucharest games industry top stars in times when we could have only dream about having a conversation with the giants. Back then, he felt the need to connect with his local peers and wanted to contribute to expanding their abilities and connections.
Nowadays he’s more into his art than community building, having suffered some heartbreaks when trying to bring together a crew of digital artists.
He thinks us Romanians we’re too competitive and not that open for dialogue and collaboration, as we were all educated in a system that valued more blind competition than real work and vocation. But he still accepted our invitation for an underground workshop with beers after.
And we thank him for that. He called the workshop “Take chances”.
Here’s some strong thoughts that we’ve all agreed upon during this session, also related to Ioan’s work ethics:
An artist is not an island
He or she needs a society:
From an early age we learn by imitation, at first.
Shadowing your maestro and afterwards “killing” him/her to find your own path is Ioan’s suggested way of learning and getting inspiration.
School’s cool when it’s cool, if you don’t find there what you’re looking, run!
- A community
To give & receive feedback and help. To grow together a movement.
A support team also helps you to keep up with the industry standards by interacting with the others’ works. As Ioan did with the above mentioned first Concept Art based workshop happening in Eastern Europe, with invites such as Alessandro Baldasseroni, Alex Alvarez, Iain McCaig and others.
- A network, to get contracts, thus a professional career
Winter is coming, you need money to make the fire. Society works on money flow. Flow means information. Information is connection.
So you need to put your best work out there in order to be competitive.
Mojitos in summertime aren’t that bad also.
So you make art, you say. Where is it? What do you do with it?
Is it on Artstation? At the museum? On CGsociety, Facebook? Present it!
What do you do with your time?
There’s no rest for the wicked and that’s that. You are what you are most of your time.
All work and no play makes Jack a dull boy
As a professional artist on the job market, always experiment and keep up with the latest techs & trends, don’t ever cease to outbetter yourself, or others will.
Your work must tell your side of the story, not some preconceived clichés. Don’t just wait for things to happen to you, but challenge your future.
Ioan experiments a lot with 3D tools (Max & Zbrush) for creating 2D artworks.
Cinema is a major inspiration source for him, citing directors such as Kubrick, Tarkovsky or Kazan. Besides being credited as concept artist for six Game of Thrones episodes, Assassin’s Creed Movie, Call of Duty Infinite Warfare, Transformers: The Last Knight, Beauty and the Beast, he wrote and directed his first short this year.
“La Tienne” is imagined in the French trenches of WW1 in March 1916 and follows a young girl’s interior battle and primal fears while enduring the horrors of war.
Ioan Dumitrescu on the net:
Until we meet again with a bold and brilliant artist, I’m over and out.
Georgiana Toea, Community Projects Manager AMC
“We’ve been very happy to work with AMC: from early stages until the end, they always did their best and reached our standards of quality within tough- and sometimes changing- constrains.”
Ahmed BOUKHELIFA, Producer, EDEN Games
“AMC was an excellent partner. Their work was done in a timely manner and to the standard that we were looking for. This included adapting to the unique “Graphic Noir” texture style that The Darkness II maintains. I would highly recommend them based off of my experience on this project.”
Jeff EDWARDS, Production, Digital Extremes
“AMC has shown themselves to be at the highest tier among our outsourcing vendors. Their talent is excellent and their technical expertise shows that they have years of experience working in the game industry. Highly recommended.“
Rodney LUM, Art Outsourcing Manager, Disney/Propaganda Games
“Our experience working with AMC has been excellent… a professional and well managed operation delivering high standards of work on time and to budget.”
Vassos SHIARLIS, Studio Outsource Manager, Disney/Black Rock Studio
“We loved using AMC so much, that we had them working back-to-back schedules starting with Mercenaries 2 and then continuing immediately on Saboteur. They did roughly 60% of our outsource work and their quality was excellent. When the time comes, we won’t hesitate to use them again.”
Carey CHICO, Executive Art Director, Pandemic Studios/EA
“AMC is a great partner! They always achieve our art quality expectations. They are adapting to changes quickly and deliver on time and budget. AMC’s character art team is top notch and we love the cooperation with the whole team!”
MICHAL DRTINA, OUTSOURCING PRODUCER, HANGAR 13
“We had the opportunity to experience the full potential of long-distance cooperation. We are extremely satisfied with the quality and productivity of our joint work on World of Tanks 1.0. AMC has shown that it is ready to challenge the complexity and tight due dates. Great specialists who know their field and are ready to constantly maintain and raise the quality bar.“
Yakov Yaskevich, Vehicle and Environment Art Supervisor, Wargaming.net
“AMC has been a pleasure to work with throughout the duration of our partnership on Scavengers. They always deliver high quality work, are very accommodating to any updates to the production schedule, and continuously seek to improve their craft. They’re a very dedicated team that has performed above and beyond our expectations, and we look forward to continuing our partnership with them.“