Ryzin Art - Celebrating 10 Years in Business!

ABOUT US

Founded by 20-year industry veteran Alan Van Ryzin, we are a hard-surface external development studio powered by a specialized team of over 35 elite artists, each led by seasoned talent. By focusing strictly on areas where we excel, we consistently deliver some of the highest-quality work in the game industry.

COMPANY LEADERSHIP

Alan Van Ryzin

Founder, Creative Director

California, USA


Completely self-taught, Alan Van Ryzin got his start in 3D art at age 17 building video game mods. Today, he brings over two decades of industry experience and 40+ game credits to his work.


Driven by the dynamic convergence of art, science, and technology, Alan continues to push the limits of hard-surface design. At Ryzin Art, he leads a premier team of artists united by a shared mission: fostering collaboration and creating exceptional work for the games industry.



SIDEKICKS:

Gigi, Senior Texture Critic: Unimpressed with the current normal maps; demands higher resolution immediately.

Bella, Associate Producer: Earnestly worried about the milestone deadline, but doing her best to keep morale up.

Benjamin Behr

Production Director

Nevada, USA


Meticulous by nature, Ben brings an exceptional eye for detail to every project Ryzin Art produces. For him, that hands-on variety is the best part of the job.


"An exciting aspect of working as Production Director is being involved with every single asset and project we take on," Ben notes. "While most artists focus on one task at a time, I get to see the big picture-and build great relationships with our clients along the way."


He is equally passionate about team growth and operational success: "Ryzin Art is constantly evolving. It’s deeply satisfying to see new workflows and strategies pay off, both artistically and organizationally."



SIDEKICKS:

Rosie, Supervisor: Bright-eyed and always ready to add extra polygons to a model.

River, Senior Mesh Inspector: Keeps an ear up constantly for high-poly count issues.

Rebel, Shader & Lighting Specialist: Master of dual-tone lighting and heterochromia render passes.

Emmet, Creative Director: Looking up in wonder, envisioning the grand artistic scope of the project.

Taylor Kirkham

Associate Art Director

California, USA


Originally from Canada, Taylor has always loved creative endeavors. Starting with creating Flash animation games and videos as a kid, to experimenting with game engines and modding tools in his teens, he always enjoyed the artistic process. He found a passion of pursuing video game art in University and honed in on photo-realistic modeling and texturing. He constantly strives to push his abilities and improve upon the previous asset. Working in collaboration with his peers while teaching and learning from them is a crucial step towards success and loves to help anyway he can so others can grow too. His goal has always been to express himself through his work and tell an interesting story in the process.



SIDEKICKS:

Dottie, Rigging & Physics Lead: Demonstrating perfect balance and weight distribution for all models.

Baby, Master of Shadows: Overseeing all ambient occlusion and lighting.

Henrik Larsen

Senior Artist

California, USA


Originally from Denmark, Henrik Larsen has a strong foundation in traditional art, which he later carried into the world of 3D graphics. Games have been a lifelong passion, sparking an early interest in interactive storytelling and visual design. Fascinated by the ever-evolving nature of 3D, Henrik thrives in an environment where tools, techniques, and ideas are constantly advancing. He enjoys bringing concepts to life with a focus on realism, functionality, and narrative detail. By combining artistic sensibility with technical precision, Henrik continues to push his work forward while embracing new technologies that expand what’s possible in the medium.



SIDEKICKS:

Emma, Lead Close-Up Camera Specialist: Constantly testing field-of-view limits and depth-of-field blur.

Phoebe, Environment Scale Specialist: Expertly gauging the height and proportions of every asset.


Alex Van Ryzin

Senior Artist

Connecticut, USA


Alex Van Ryzin has a unique background rooted in mechanics, fabrication and hands on craftsmanship. As a child he developed an early curiosity for how things are built and how they function. Originally starting his career as a auto technician, his interest naturally evolved into metallurgy and industrial manufacturing. He later attended welding and fabrication school where he graduated top of his class and gained a deeper understanding of metal work, wear patterns and real world surface textures. That technical knowledge became a major influence in his transition into digital art and hard surface modeling. Today Alex combines artistic creativity with real world mechanical understanding to create detailed, believable assets for games and interactive media. His work is driven by a passion for precision, authenticity and the craftsmanship behind both physical and digital design.



SIDEKICKS:

Rainy, Mood & Lighting Director: Master of moody, atmospheric, film-noir shadows and soft ambient occlusion.

Monkey, Cloth Simulation Lead: Testing blanket physics, drape dynamics, and cozy mesh collisions.

Fernando Moral

Senior Artist

Valencia, Spain


Marked with passion for video games, Fernando is fascinated for what this medium can create and make the players experience through immersion and detail, “there are always many ways to learn and improve to make every asset something that raises the quality bar, I like the idea of players getting amazed by a piece that was created with intention and believability for an unique experience”.


Through consistency and teamwork Fernando feels that the path on digital art is based on observation, feedback and willingness to learn new workflows are key to tackle new projects, that make players around the world feel their own unique and special experience that for many years (and still) he experiences.


SIDEKICKS:

None (yet)

Mark Gomez

Artist, Integration Specialist

California, USA


Born and raised in Los Angeles, Mark Gomez is a 3D Artist driven by the creative craft and the massive collaborative effort required to build modern games. After pursuing a formal education to build his artistic foundation, Mark joined the team at Ryzin. There, he has thrived in an environment that fosters growth through rigorous creative challenges. This exposure to diverse projects and demanding workflows has refined his versatility and cemented his commitment to providing high-quality assets while working closely with clients to ensure seamless project integration.



SIDEKICKS:

Taz, Fur Physics Lead: Pushing real-time volumetric groom and fluff rendering to its absolute limits.

Igor Antonov

Senior Artist

Florida, USA


As a lifelong gamer, Igor always enjoyed the intersection of function and aesthetics, which lead him to a path of 3D art. Starting his career in modding, he had to learn new tools and workflows to create new content for his favorite video games. He then built a technical and artistic foundation through formal schooling, this allowed Igor to join the team at Ryzin as a weapons artist. In a collaborative environment, Igor found inspiration in his peers’ work, and grew by adapting new workflows learned from the team’s expertise. He believes flexibility and curiosity, as well as blending new technology with artistic vision are key in staying relevant and thriving in a continuously evolving industry.


SIDEKICKS:

None (yet)



SERVICES WE PROVIDE

2d and 3d concept artwork

• Prop asset creation

• Weapon asset creation

• Vehicle asset creation

• Environment art asset creation

• Rendering, marketing content creation

• Asset integration and pipeline management

• Consulting, team management, art direction


STUDIOS WE WORK WITH