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About
More than 25 years. 45…
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Mark Soderwall shared thisAfter Years of shipping AAA games, art directing Star Wars, collaborating with the Wachowski brothers through Shiny and Atari on Enter the Matrix, and working with Dave Filoni to bridge the creative worlds of The Clone Wars animated series and saber duel game together, I've been doing something I've never done before. Starting over. Intentionally. Not because the industry left me behind. But because something arrived that genuinely excited me in a way I haven't felt since I walked into LucasArts for the first time. AI changed everything for me creatively. And I decided I wasn't going to watch that revolution from the sidelines. So I've been rebuilding. My LinkedIn profile finally tells the real story of a 25 year career I'm genuinely proud of. StoryArc Creative Studios is producing cinematic brand content that I couldn't have imagined making two years ago. And I'm actively looking for the right senior creative leadership role at a studio serious about what AI integrated game production looks like when it's complimented with real human craft and vision aka ‘The Sentian Spark!’ If you've followed me for a while, thank you. Genuinely. This LinkedIn family has meant more to me than you know. If you're new here, welcome. I think you'll find this an interesting place to hang around. Either way I'd love to know who's out there and what you're building today for tomorrow! Drop a comment. Let's reconnect.
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Mark Soderwall shared thisMy TEDx talk on helping creative professionals conquer imposter syndrome and own their talents and full potential, unapologetically. 261K views and counting. https://lnkd.in/gZ7eZGDVThe Fear of Starting | Mark Soderwall | TEDxReddingThe Fear of Starting | Mark Soderwall | TEDxRedding
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Mark Soderwall shared thisLuxury isn't sold. It's felt. The weight of a perfectly machined case. The way light catches a guilloché dial. The quiet confidence of a piece built to outlast its owner. I've spent many years delivering that same feeling inside game worlds. Getting the lighting right inside a Star Wars environment so it felt ancient and alive (like fans remember). Making the textures in a Dungeons and Dragons level feel foreboding and damp. Visually immersing players so deep inside The Matrix that the world around them felt more real than their own living room. That pursuit never changed. Only the canvas playground did. StoryArc Creative Studio was born from my belief that the visual instincts, cinematic discipline and production craft built across 45 shipped titles - purchased by 100's of millions of fans can cross over into any creative space worth caring about! AI has arrived to make every frame more lush, more detailed and emotionally alive than anything myself, fans or visual creatives could have imagined even two years ago. This is not a trend or a passing fad. This is the new frontier of visual storytelling and it is only growing and at StoryArc, we’ve responsibly harnessed it. Luxury brands and entertainment industry executives are already watching forerunners like us who show up first with proven credibility and creative vision to lead. The brands that built their legacies on uncompromising craft, the Rolex, Cartier and Patek Philippe Geneve of the world, are just a few of the visionary brands my studio was built for! We are not arriving. We've arrived. The brands and sellers bold enough to recognize and retain that are already ahead in their space and competitors.
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Mark Soderwall shared thisThe cat is no where to be found, but she has left her mark! 🐈⬛ What do think her query was? Leave it in the comments. #catonkeyboard #petsoflinkedin #gamedevlife #naughtypets
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Mark Soderwall shared thisI love me some A.I. but nothing beats real time rendering, imagination and some discipline (as well as a silly voice and dad humor)! Killer pipeline by marrying together a couple tools and techniques! Well done! 👍🏼Mark Soderwall shared thisAI videos are cool but DO NOT overlook the capabilities of real-time rendering for storytelling! I'm about to break 1 BILLION VIEWS on my kids YouTube channel featuring Silly Crocodile. He's a real-time animated character and all I use to create content with him is a simple game controller to control his movements and my iPhone to control all of his facial expressions inside of Unreal Engine 5. With this, I've been able to easily generate hundreds of millions of views and become the only personality Cameo who can create custom fully animated videos for kids fast enough to meet demand without needing to use AI. The drawback of using AI to create content for kids is that it often feels very odd and impersonal. Whereas real-time animation in this way can still give that personal connection that only a human can give to make a true positive impact on a child. Yes, AI tools are amazing but, in a world where there are many new shiny balls being created almost weekly, don't let real-time out of your site! It'll be taking off in exciting new ways in the near future. REPOST if you agree! #realtimeanimation #3danimation #AI #realtimerendering #unrealengine #unrealengine5 #ue5 #sillycrocodile Epic Games Black Eye Technologies Ltd Cameo
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Mark Soderwall shared thisCongrats Seth! I love hearing stories and testimonials of colleagues celebrating multiple consecutive years with a single studio! I can’t help but feel wonderment and an air of unrelatablibity as I look back over my 25+ year career… I don’t think I was with any studio or publisher for more than 5yrs max! Ether the studio shutdown, I got fired or laid off, projects lost funding and I lost my ride or I just got bored and needed a new challenge. Regardless, I’m not really sure which scenario is better i.e. Staying with the same studio for 15+ yrs? OR bouncing around from house to house? If you had a choice, what would you choose? Reply in the comments 👇🏼
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Mark Soderwall shared thisImpressive! Full disclosure - I personally haven’t tried this tool yet but looking forward to getting some time to test it out soon! ⏱️🤔Mark Soderwall shared thisThis user vibe coded a feature most Paywalled video models struggle with. Spline-Control-Path, is an elegant UI for creating a motion trajectory for Wan2.1 VACE, A Spline is a series of key poins in the 2D and 3D space that create a smooth interpolative curve, that let's you control the motion of camera, objects, subjects, etc. You first generate a Spline with the app, and take it to ComfyUI for rendering. What's cool, is the author vibe coded this with Gemini in a single day. I'll drop the link to the app to the comments. Credits: r/WhatDreamsCost (made to be used with Kijai's spline node and the create shape on path node) PS. Will point you to the workflow as soon as it drops, so ping me in the comments if you'd like it. #AI #GenerativeAI #Filmmaking
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Mark Soderwall reposted thisMark Soderwall reposted thisThings are getting exciting. What if your cameras knew when they had the shot? This opens up huge potential for game replays, esports, open world spectator setups and more. Coming soon in Black Eye v1.2 on Fab Unreal Engine We'll be at Unreal Fest in Orlando, reach out.
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Mark Soderwall shared thisGame art students and designers, I can’t stress enough the importance of mentorship - gleaning from those that have gone before you & acquired practical, competitive knowledge and the understanding of exactly what is required ‘most’ in the professional game development industry: 1️⃣ Talent backed by a kick-ass portfolio! 2️⃣ Heaping amounts of creative curiosity! 3️⃣ The ability to learn, adapt and apply quickly! All of these attributes, Andrew J. possesses and is willing to teach you! Why he’s willing to offer this introductory instruction for free?… only he knows the reasons. But having worked beside him and knowing the type of talent he is, I would surmise, that it comes from a deep desire to not only pass on what he has learned but to see the next generation of creatives rise to their full potential! Full disclosure, Andrew did not ask for my endorsement, but I’m happily giving him one! Check out his site, weigh the potential of what he’s offering, and make a really smart choice for yourself and your development future‼️Mark Soderwall shared thisCome check out my FREE webinars on Portfolios (5/22/25) and Art School prep (5/29/25), both at 7:30-8:15 CT. Sign up now! https://lnkd.in/gkBRTyqy
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Mark Soderwall liked thisMark Soderwall liked thisMost AI prompts are not bad because they are too short. They are bad because they leave too many filmmaking decisions to the model. That is why two prompts describing the exact same scene can produce completely different results. 1. Bad prompt = vague intention "A father and his adult daughter sit silently at opposite ends of a dining table after an argument..” The model knows the subject. But it still has to invent: → shot size → camera position → composition → lighting direction → environment → performance → depth → visual hierarchy You may still get a beautiful image. But you did not really direct it. 2. Good prompt = basic filmmaking control Now add the decisions that actually shape the frame: "Wide two-shot at eye level. The father sits frame-left and the daughter sits frame-right at opposite ends of a long dining table, with clear empty space between them. Both avoid eye contact. A warm pendant lamp above the table provides the main light while the surrounding dining room remains darker.” Now the model knows: → how much of the character to show → where the camera is → where the subject belongs → where the light comes from → what the environment should contain This is already far more controllable. 3. Best prompt = directed shot The best prompt is not simply longer. It makes more useful decisions. Add only the information that changes the shot: → Subject + Action: Who is there and what exactly are they doing? → Shot Size: Wide, medium, close-up? → Camera: Angle, height, movement if needed. → Composition: Where does the subject sit? Where is the negative space? What controls attention? → Lighting: Where does the source come from? Soft or hard? How much shadow remains? → Environment + Depth: Foreground, midground, background, important props. → Performance: Eyes, posture, hesitation, reaction, body language. → Visual Style: Skin texture, materials, exposure, depth of field, film texture. Example: "Wide two-shot from seated eye height, natural 40mm perspective. The daughter sits closer to camera on the right third; her father sits deeper frame-left at the far end of the long dining table. The empty table forms a strong diagonal leading line between them, with large quiet space separating their bodies. Neither makes eye contact: she looks down at her hands while he looks past her toward the dark window. A warm pendant lamp above the center of the table motivates soft directional light across both characters; the daughter is slightly more exposed while the father falls into deeper shadow. Cool dusk window ambience separates the darker background. A blurred chair edge crosses the extreme foreground, creating three clear depth planes. Keep the daughter's face as the first point of attention, the father second, and remove bright background distractions. Natural skin and fabric texture, restrained contrast, realistic exposure.” PS:) Join my Newsletter: https://lnkd.in/gu_6fpTk .
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Mark Soderwall liked thisSTILL a FAST Company. Most teams slow down when they get acquired. Not us. In 2020, Level Ex ranked #4 on Fast Company's list of the Most Innovative Companies in Gaming, alongside Epic Games, Roblox, and Microsoft. In 2021, we ranked #5 among its Most Innovative Companies in Healthcare, alongside Labcorp, Teladoc Health, and GoodRx. Last night in NYC, Relevate Health Games received a Fast Company World Changing Ideas Award for honored for Level One: A Diabetes Game. #SpeedingUpNotSlowingDownMark Soderwall liked thisLive from the World Changing Ideas Red Carpet. If you don’t know Sam’s story of how and why he created Level One, or even more important, if you or someone you love is newly diagnosed with T1D, click over to playlevelone.com
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Mark Soderwall liked thisMark Soderwall liked thisI’ve admired Moroccan zellige for years—the colors, the geometry, and the skill behind every hand-cut piece. The idea for Pieces Of Home came during a trip to Morocco. I was on the rooftop of my parents’ home, where tiles had fallen from a dome. I started picking them up and sorting them by color, shape, and which ones were broken. I couldn’t put them back where they belonged, but I found myself enjoying the process. That’s when it clicked: this could be a game. Since then, I’ve spent a lot of late nights turning that little moment into a puzzle game about restoring zellige, one piece at a time. It’s become something very personal to me, and sharing this first gameplay teaser feels like a big step. There’s still work ahead, but I’m excited to finally show you a little piece of what I’ve been making. Still in development at Ait Adrar Studios. #PiecesOfHome #PuzzleGame #IndieGame #Zellige #MoroccanArt
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Mark Soderwall liked thisMark Soderwall liked thisAfter 13 years with Halo, it's difficult to put into words what this journey has meant to me. Halo was a defining part of my childhood and teenage years. I had the opportunity to compete professionally, build lifelong friendships, and create memories that shaped who I am. What I never expected was that my passion for the franchise would become the foundation of my career. Over the past 13 years, I've had the privilege of contributing to Halo: The Master Chief Collection, Halo 5: Guardians, Halo Wars 2, Halo Infinite, and most recently, Halo: Campaign Evolved. More importantly, I've had the opportunity to work alongside extraordinary people whose talent, creativity, and commitment inspired me every day. From QA and multiplayer testing to production leadership, Halo challenged me to grow in ways I never imagined. The experiences, lessons, and relationships built along the way will stay with me for the rest of my career. While this chapter is coming to a close, I couldn't be more proud of what we accomplished together and the impact we had on millions of players around the world. To everyone I've had the privilege to work alongside: thank YOU. You helped shape not only my career, but the person I've become. Looking ahead, I'm energized by what comes next. My time at Halo taught me how to lead through ambiguity, build strong partnerships, deliver ambitious products, and unite teams behind a shared vision. I'm excited to carry those lessons forward into new opportunities and help create the next generation of experiences that bring people together through games and entertainment. Going from competing in Halo as a kid to helping ship Halo games for more than a decade is a journey I'll never take for granted. Halo will always be a part of who I am. 💚 (Here's a picture from my first week at Halo in 2013)
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Mark Soderwall liked thisMark Soderwall liked thisSuper excited to finally share that I’ve officially joined Wizards of the Coast as a Principal Concept Artist!! I’ve been working with the team for a while now as a contractor, so getting the chance to come on full-time and step into a Principal role feels pretty awesome. It’s kind of crazy to think I’ve been doing this for over 10 years now. I’ve gotten to work with a lot of really talented people along the way, and I’m super excited to see where this next chapter takes me. Can’t wait for what’s ahead!
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Mark Soderwall liked thisMark Soderwall liked thisWe’re excited to share that Level One has received an Honorable Mention in Fast Company’s 2026 World Changing Ideas Awards and will be recognized tonight at the World Changing Ideas Awards Cocktail Reception during the Fast Company Innovation Festival. Level One uses the neuroscience of play to help patients and caregivers master the complex, everyday decisions involved in managing Type 1 Diabetes. Congratulations to everyone who helped bring Level One to life. We’re proud to see this work recognized alongside so many ideas shaping a better future. Sam Glassenberg, EVP Games, and Michael Cole, Chief Strategic Development Officer, will be there tonight to celebrate. #WorldChangingIdeas #FastCompany #LevelOne #DiabetesEducation
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Mark Soderwall liked thisMark Soderwall liked thisHUGE launch: meet Higgsfield AI Motion Designer 🔥 Now, ChatGPT can do motion design for you. Describe what you want in the chat, and it builds the animation inside your After Effects project. Until now, AI motion tools gave you a finished video and nothing else. A client asks to move one title two frames later, and you regenerate the whole clip. AI Motion Designer builds a real After Effects project: editable layers, named comps, color-coded folders. It understands animation principles and writes the expressions itself, so generation quality is really high. When you're done, ask it to clean up and package the project. A designer opens the file and keeps working. One chat, one project, every version rendered. Try it now in ChatGPT: https://lnkd.in/e42cQzaS
Experience & Education
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Soderwall Studio
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Publications
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Of Games & God
Baker Publishing Group
Was brought into consult and contribute insights towards real world, convictions and controversies of the gaming industry and religion.
The book is a solid research & intellectual curiosity, dispelling myths, debunking stereotypes and offering informed, level-headed and accessible analysis of a perplexing and contentious subject. Of Games & God is a valuable resource that invites players and skeptics alike into a critical discussion of the dark spots and bright lights of interactive…Was brought into consult and contribute insights towards real world, convictions and controversies of the gaming industry and religion.
The book is a solid research & intellectual curiosity, dispelling myths, debunking stereotypes and offering informed, level-headed and accessible analysis of a perplexing and contentious subject. Of Games & God is a valuable resource that invites players and skeptics alike into a critical discussion of the dark spots and bright lights of interactive entertainment.Other authorsSee publication -
Game Development Essentials 1st & 2nd editions
Thompsons/DelMar Learning
Co-Contributed to Game Development Essentials: An Introduction, 2nd Edition offers a thorough and insightful introduction to the game development industry, with industry updates that will keep readers current and well-prepared for a career in the field. The book begins with a highly informative chapter on the evolution of game development, providing a historical context for later chapters, and moves on to examine content creation and the concepts behind the development of story, character…
Co-Contributed to Game Development Essentials: An Introduction, 2nd Edition offers a thorough and insightful introduction to the game development industry, with industry updates that will keep readers current and well-prepared for a career in the field. The book begins with a highly informative chapter on the evolution of game development, providing a historical context for later chapters, and moves on to examine content creation and the concepts behind the development of story, character, environment, level design, user interface, and sound. With the same engaging writing style and examples that made the first edition so popular, this new edition features expanded coverage of today's hottest topics - such as next-generation platforms (Xbox 360, PS3, and Wii), level design, interface design, project management, serious games, game accessibility, and online social networks. New game-related technology, development techniques, and the latest research in the field make this an invaluable resource for anyone entering the exciting, competitive, ever-changing world of game development.
Other authorsSee publication
Courses
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Instructed GAD students in Adv. 3d animation and 2d/3d Compositing w/ 3ds Max & After Effects
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Honors & Awards
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TED speaker and Startup expert & motivator
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- TED speaker
- IGDA speaker, industry presenter and panelist
- Guest lecturer for Game Art & Design (GAD) and Video Game Production (VGP) colleges nation wide
- Professional Blog writer on building Game Careers, studio start-ups and best Game Art & Design practices for AAA's and Indie game development
Organizations
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IGDA
Board Member
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Doğaç Yavuz
DragonsGD Consulting • 1K followers
As a game production & design consultant, I work with companies of all sizes to refine their teams, products and game design. Across all of these, one pattern keeps emerging. The hardest skill to find or teach (or even describe in a job posting) is the ability to 𝗸𝗲𝗲𝗽 𝗮 𝗱𝗲𝗲𝗽 𝗮𝗻𝗱 𝘄𝗶𝗱𝗲 𝗰𝗼𝗻𝘁𝗲𝘅𝘁 𝘄𝗶𝗻𝗱𝗼𝘄 as you make design or product-related decisions. A game product manager with a long-enough context window, for example, will think about potential limitations to the game’s monetization approach, or opportunities offered by the particular audience the marketing team targets, 𝗮𝘀 𝘁𝗵𝗲𝘆 𝗯𝘂𝗶𝗹𝗱 𝘁𝗵𝗲 𝗰𝗼𝗿𝗲 𝗴𝗮𝗺𝗲𝗽𝗹𝗮𝘆. They will have concerns like: Is this product makeup something the team can overcome, or will they have trouble monetizing this type of game? Does the company strategy align with this type of business solution? A deep and wide context window lets you keep the 𝗹𝗼𝗻𝗴 𝘁𝗲𝗿𝗺 and/or the 𝗯𝗶𝗴 𝗽𝗶𝗰𝘁𝘂𝗿𝗲 in mind as you make 𝗲𝗮𝗿𝗹𝘆 𝗮𝗻𝗱 𝘀𝗺𝗮𝗹𝗹 𝗱𝗲𝗰𝗶𝘀𝗶𝗼𝗻𝘀. It's also the kind of thinking that GenAI and LLM tools still struggle with. They can help with execution, creativity, and iteration, but they don't yet hold this layered context across the whole scope of the operation. I’m sure any seasoned game designer attempting to use ChatGPT to define their product makeup has experienced this: Go a couple of steps too deep, and the tool forgets a number of basic limitations, and it just starts mashing random ideas together in ways that will create issues for the game or the production in the long term. This skill connects the small to the big. It makes each decision more efficient and, in total, 𝘁𝗵𝗲 𝘄𝗵𝗼𝗹𝗲 𝗽𝗿𝗼𝗱𝘂𝗰𝘁𝗶𝗼𝗻 𝗺𝗼𝗿𝗲 𝗲𝗳𝗳𝗶𝗰𝗶𝗲𝗻𝘁. Companies often try to get by without this skill by increasing the number of attempts - lowering the scope of the products and/or speeding up production. But, like any other, our industry will feel more and more the pressure to be more efficient (𝗮𝗰𝘁𝘂𝗮𝗹𝗹𝘆 efficient) about the production side of things, and this is the singular most important skill that I’ve come across that makes the whole production, well, as productive as it could be.
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Greg Costikyan
Playable Worlds • 3K followers
GDC Day 2, Part 2 Publishing Realities was a panel session involving Jen Maclean (ex-Microsoft publishing, now of Dragon Snacks), Stephen McDonald of Magic Potion, and Ben Kvalos of Midwest Games. McDonald is out of Club Penguin and founded a new kids game venture with VC money. Kvalo also has VC money, but founded an indie game publisher (Midwest focus, but maybe we should pitch them). First question: Do you need a publisher. Stephen waffled a bit (helps to say no if you have VC money), but basically came down on the side of “no, but you do need partners”. Totally true, but the jobs that “publishers” do are now becoming services that different companies can provide. Marketing support from one partner, funding from another partner, etc. Jen said you want a publisher to set you up for success. And made a point of telling potential partners what she wanted from them. Sometimes, their goals were not mutual. Ben said there are 300-400 publishers (really? Wish we could find them), and said one important ask is does their audience overlap with yours. He added that the market is changing so fast, and publishers with recent experience may have more of a sense of what’s working now than you. Jen raised the issue of making sure your partners are ethical. Ben mentioned publlshers who want a 300% recoup as an example of unethical publishing. He also said “I never talk to devs who don’t have a layer.” Because they should know what they’re getting into. Jen said: Something big is always going to go wrong. You need a relationship where you can trust your partner and work it out. Talk to other devs who have worked with the publisher… including ones who were not successful. See where the pain points are. Ben: Having a great game is tablestakes. But marketing is what makes the difference. It all starts with community. Conversion to buy at launch is critical. when doing graphics, assume most will share on mobile, so looking good in portrait mode matters. Success looks like doing what you lovei
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Marc Mencher
GameRecruiter.com • 21K followers
85% of studios have ditched degree requirements. So why are they still struggling to find the right talent? Because removing a barrier isn't the same as finding a solution. Degrees used to be a shorthand for "can finish a long-term project." Without them, the burden of proof shifts to portfolios, soft skills, and demonstrated adaptability. Most HR departments aren't equipped to vet for "grit" or "intuition" through a standard portal. This is where surgical recruitment comes in. We look past the lack of a diploma to find the veteran who has been shipping mods or leading decentralized dev teams for years. The talent is there: you just need a better lens to see them. #Hiring #GameDevelopment #HRTech #NoDegreeRequired #TalentSourcing
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Chris Heatherly
32K followers
Wow - I had no idea you could do 3D like in ComfyUI! I have serious got to spend some quality time with it. “This is a custom ComfyUI node that embeds a fully interactive 3D viewport directly inside your workflow. Load Mixamo FBX animations, scrub through them in real time, and bake out seven simultaneous control passes - Pose, Depth, Canny, Normal, Shaded, Alpha, and Textured - ready to pipe straight into ControlNet. No Blender round-trips. No external renderers….The 3D pipeline and the diffusion pipeline are collapsing into the same node graph. And honestly, that's exactly where this was always heading.”
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