Concept Art: More Than A Pretty Picture
Andrii Palianov spent years designing railway equipment as an Engineer – until the laws of physics started feeling like a limitation instead of a guide. Now, as a Concept Artist on our unannounced AAA project, he builds entire worlds instead.
For almost a decade, his path has taken him from cartoonish mobile game icons to cinematic concept art for names like Ubisoft, Disney, and Netflix – before he decided his heart was really in game dev all along.
Andrii breaks down what actually separates a Concept Artist from an Illustrator, why AI still can’t do his job, and what it really takes to land a seat at the AAA table.
Production Patch Notes: 15 Years of Figuring it Out
Reaching a 15-year milestone, we have felt the need to look back and appreciate everything we’ve figured out so far about how to actually build games. As Executive Producer, Saša has watched our production evolve from a tiny crew into a large studio navigating massive, complex pipelines. To mark this anniversary, he’s opening up his playbook to share our ultimate “Patch Notes”. Read about the broken rituals we had to forget, the changes we wrestled with, and the workflows we had to custom-build from scratch when textbook advice let us down.
Clive Barker’s Hellraiser: Revival at Summer Game Fest
Summer Game Fest is one of the gaming industry’s biggest annual showcases, bringing together devs, publishers, and press for a packed week of reveals, demos, and hands-on sessions. It came at a meaningful moment for our Clive Barker’s Hellraiser: Revival – right as the team was deep in preparation to announce the game’s October 8th release date – and journalists there sat down at the Saber Interactive booth and played a section of the game.
We sat down with Vid Rajin, Associate Game Director, and Danira Karović Lačević, Associate Lead Producer, to talk about what that experience was actually like: from the atmosphere of the booth itself, to the questions journalists asked, to the moments neither of them expected to walk away remembering.
From Pixels to Pinhead: A Character Artist’s Path
Over 10+ years in the industry, Evtim Todorov has crafted characters for just about everything. From 400-triangle strategy game units to hyper-detailed cinematic models, his work spans fantasy, sci-fi, and horror across stylized and realistic art styles.
Now, as Lead Character Artist at our studio, he’s bringing one of horror’s most iconic visions to life! Leading his team remotely from Sofia, Evtim balances the technical demands of his work with the creative challenge of respecting beloved (and feared!) source material while pushing it somewhere fresh.
The Art of the Fight
From narrative indie games to mobile versions of Mortal Kombat and Injustice 2, Nikita Kalashnikov’s path to becoming a Combat Designer has been anything but straightforward – and that might be exactly what makes him great at what he does!
After relocating to Belgrade to join our AAA journey, Nikita is about to hit a milestone: his first work anniversary in our studio. As an international team member working on-site, he offers a unique perspective on what it’s like to build a life in Serbia while crafting the combat systems that will bring our game to life.
Here’s what he had to say about his career, Serbian hospitality, and why working in the office matters more than you might think.
Behind the Characters: Building AAA Worlds Across Borders
After bringing characters to life on Horizon Forbidden West, Bart Walhout (Lead Character Artist) joined MHG – and now leads the Character Art team remotely from the Netherlands. Balancing hands-on work with remote leadership, he’s shaping characters, mentoring his team, and proving that great art knows no borders.
Beyond leading the Character Art team, Bart is shaping and defining how the studio works.
A Mad Career Level-Up: From 0 XP to AAA
Filip Rastik, (Associate Lead Environment Artist) has been at Mad Head Games for five years now – and what a journey it’s been! What started as a simple internship application somehow turned into a full-blown adventure in game dev. As the studio leveled up into AAA territory, Filip grew right alongside it – yet his hunger for more hasn’t slowed.
With so many team members here for over a decade, it’s clear that Mad Head Games is a place where time flies, skills soar, and every project keeps getting bigger and bolder.
The Art of Motion: Animating at Mad Head Games
Every animator has a story, but few journeys span three decades and touch as many milestones in both TV and AAA games. From the early days experimenting with 3D Studio and Maya to diving into blockbuster projects across the globe, our Slobodan Danilović has seen – and shaped – it all. Now on our team, Slobodan reflects on what drives his creativity, the lessons learned along the way, and how working with a passionate, collaborative team brings every frame to life.
Meet the team behind “Clive Barker’s Hellraiser: Revival”
Who are we? Demons to some, angels to others…
Join us in a descent through the back door of Hell and uncover the creators of Clive Barker’s Hellraiser: Revival. We wanted to pull back the curtain and show you who’s actually building the game: the artists, designers, programmers, writers, and all other passionate fans-turned-devs who are pouring everything they’ve got into this game.
This blog is about us. Our first impressions of the franchise. The challenges. The moment we realized: “Holy hell, we’re actually making a Hellraiser game!”
So come, meet the team. We’re unconventional and driven… and absolutely live for this!
Let’s raise some hell.
From Interns to Accomplished Sound Designers
From internship to full-time impact, Dunja and Nada’s stories are a perfect example of how the right team, strong support, and a little bit of stubbornness can take you far.
This blog is a parallel story of growth, told by two teammates who started their journey together. Dunja and Nada are finding their voices within a fast-paced creative team — learning side by side (and from each other), building something meaningful, one decibel at a time.