Chris Solarski / クリスソラースキ
Author, Director and Studio Owner
SOLARSKI STUDIO GmbH
Zurich / Switzerland
Email / email@example.com
About Chris Solarski
Chris Solarski is an artist-game designer and author specializing in the relationships between classical art techniques and video game aesthetics. His two books are widely considered essential reading for anybody looking for holistic design tools for orchestrating the emotional and physical experience of players in games and transmedia. Chris' first book—Drawing Basics and Video Game Art (Watson-Guptill 2012)—has been translated into Japanese and Korean and is endorsed by id Software co-founder, John Romero. His second book—Interactive Stories and Video Game Art (CRC Press 2016)—has been described as gaming's equivalent to the screenwriting classic, Story, by Robert McKee and is endorsed by film director, Marc Forster:
"Chris Solarski’s book gives content creators crucial insights into interactive story composition and how to adapt these concepts for transmedia storytelling."
―Marc Forster, Film Director and Producer
With kind support from the Swiss Arts Council, Pro Helvetia, Chris has given talks on interactive storytelling and game art at international venues and organisations including Disney Research, the Smithsonian's The Art of Video Games exhibition, SXSW, GDC Europe, and FMX. Chris is currently collaborating with internationally renowned artist, Phil Hale, and The Mocap Studio to develop an indie game based on the famous Johnny Badhair series of paintings. He also lectures at SAE Institute in Zurich and manages the IGDA Switzerland Chapter.
About Solarski Studio
Solarski Studio gathers exceptional artistic talent and IPs in diverse creative disciplines to create unique, atmospheric gameplay experiences that push the narrative scope and ability to generate player-empathy through interaction. The studio founder’s specialization in both game development and fine art means that Solarski Studio is a natural choice for illustrators and comic book artists to translate their IPs into gameplay, as the team offers a high-end boutique service that is preferable to working with large, impersonal AAA studios without sacrificing on quality.
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