
IP VizDev Works
FEATURING
【 The Division 】
・ Dark Zone
・ Year One
【 Deep Silver 】
・ Dead Island series
・ Sacred 3
【 Visceral Games 】
・ Battlefield Hardline
・ Army of TWO
・ Dead Space
【 Paradox Interactive 】
・ Crusader Kings III
・ Stellaris
【 Playstation Studios 】
・ God of War
・ God of War Ragnarok
・ Ghost of Tsushima
・ InFamous2
・ Horizon: Zero Dawn
・ Alienation

Division Pitch
2013 | Original IP development of pitch key visuals with Massive, that later became officially known as Tom Clancy’s The Division.


PVP Dark Zone
2015 | Our studio subsequently teamed up with Ubisoft Red Storm to develop the PVP Dark Zone and Year two (1.5 – 1.8) season content.
This involved conceptualizing mood, level design, ambience of key locations such as Coumbus CERA HQ, Rock Plaza, the Virus gates, West Side Pier, USS Intrepid, Cleaner’s HQ, Sanitation building and (designer, hotel, poor) Safehouse concept designs.


EA | VISCERAL GAMES

OMAHA
2015 | Original IP development, from internal pitch to DICE, per-production design concepts & additional in-game faux branding, faux-logo, marketing visuals in collaboration with Visceral Games dev team. This was greenlit as the next Battlefield franchise and into went into full production as Battlefield Hardline


AO4
Original 2013 marketing & pitch vizdev collab with Visceral Games, for Army of TWO: Devils Cartel

Dead Space Series
2009-2013 Marketing & Game magazine promotionals for Dead Space 2 & 3



Crusader Kings III
2021 | Our studio had the immense pleasure to collaborate with Paradox Interactive on the event loading screens & men-at-arms & holdings backgrounds for Crusader Kings III







Visual Development
2014 | Our art team had the wonderful opportunity, to collaborate on an original IP with the devs at Rare in the early pre production vizdev & marketing that later became the Sea of Thieves
SIE | PlayStation Studios



God of War series
In 2018-2022, Santa Monica studios and Opus Artz joined in arms to explore the Norse mythos retelling of the God of War series. This involved crafting and infusing life unto the mythological key characters and enemies across the Nine realms, replete with the God of War signature look and feel





2017 | GHOST
In 2017, Suckerpunch studios and Opus Artz collaborated on early pre production & visual development of a new original IP: GHOST.
This involved defining the visual language, design and authenticity of enemy soldiers, and entire cross section demographic of villagers; our studio would team up again from prior successful collaboration of key character and enemy production works for InFamous 2



2011 | HORIZON
2011 | Many years in the making, Opus Artz had the pleasure of helping out in the early pre production, design and world building to help forge something truly special with the new original IP Horizon.
In 2016, Horizon: Zero Dawn would launch as a instant classic, evident by the end credits roll – and a true testament to the amazing host of creatives, artists, game co-development and outsource partners involved across the gaming industry



2010 | InFamous 2
2010 marked the start of a decades long collaboration with Suckerpunch on various AAA IPs, including Ghost of Tsushima. For InFamous2, our lead artist Bjorn Hurri developed the main character visuals for good & evil Cole variants, ice enemies, creature bosses and key characters for the sequel to InFamous.


2014 | Alienation
In 2014, our studio had a request from Housemarque/Sony XDEV to help out with a new IP featuring an isometric twin-stick shooter, set in a future in which aliens are invading Earth.
Our studio involvement covered pre-production and production of the visual design of each key isometric game area, player character and enemy designs. Perfect!
The game production for Alienation was finally ready for global release, and with the final keyart/ boxart marketing commission, led to a successful launch on April 26, 2016 with generally positive reviews, with praise for the twin-stick elements and cooperative multiplayer feature


Deck 13 - LORDS OF THE FALLEN

VIzdev & Keyart
2011-2013 | Our studio helped City Interactive x Deck13 with the enemy creatures, bosses, environment level designs and marketing keyarts. This would mark the start of a subsequent long time collaboration with Deck13 with The Surge, Surge 2 and original IP development Atlas Fallen



Deck 13 - THE SURGE SERIES

The Surge 2
The Surge 2 is set in Jericho City, a metropolis under quarantine – developed in early 2018, following the 2015 launch tile of new IP, the Surge as the spiritual successor of Lords of the Fallen (prior Opus Artz x Deck 13 collaboration)
Our studio provided additional marketing and additional weapon DLC concept designs on the Surge 2, and Walk In the Park & Kraken DLC’s



DECk13 - ATLAS FALLEN

Original IP Vizdev
2018 | Opus Artz x Deck 13 re-joined forces on their new original IP Atlas Fallen (pitch & preproduction vizdev)
In June 2020, Focus Home Interactive acquired the company for €7.1 million


ENVISION - Pioneers of Pagonia

Vizdev & Keyart
2023 | Our studio joined forces with Timm Schwank (former Deck13 Art Director), in helping to bring to life the Pioneers of Pagonia key visuals & marketing


DEEP SILVER | KOCH MEDIA

Dead Island Series

2016 | Dead Island 2
15 years after the events of Dead Island; the US military is forced to put Los Angeles under a full quarantine restricted zone due to a new and stronger zombie outbreak
Production | 2012-2015 Dead Island 2 development was originally with Yager, and subsequently parted ways due to creative differences.
In 2016, Opus Artz collaborated with Sumo Digital/Deep silver to help establish the keyart and environment level design, featuring a designer hotel pool side & med-bay, repurposed as a hideout-armoury.
By 2019 – 2023, production was subsequently rebooted (3rd time) and completed by Dambuster studios (formerly Crytek UK & Free Radical Design).



2013 | Dead Island Epidemic
2013 | Opus Artz worked directly with Deep Silver Art Director Nikolay Stoyanov, to design character and zombie design works, of the Dead Island franchise applied within a Mobile experience for Dead Island Epidemic


2014| Escape Dead Island
2014 | Further collaboration involved key character art styling, and visual support for Escape Dead Island a third-person action-adventure produced by Fatshark /published by Deep Silver

2014 | Sacred 3
2014 saw further long time collaboration with Keen Games / Deep Silver Nikolay Stoyanov on illustrating and bringing to life, all the key characters for Sacred 3


2017-2021 | RUNESCAPE

JAGEX | RUNESCAPE
2017-2021 | Opus Artz had a fantabulous collaboration together with Jagex Lee Maplesden in providing splash visuals and marketing artwork for a whole host of runescape & old school runescape related events & expansions


