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Path of Exile News

Winners of the Hideout Competition

Last week we concluded our Hideout Competition. Over the past several days we've checked out hundreds of impressive and creative hideouts and are ready to announce the winners today!

Check out the video with the top five winners below!

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Click here to view the rest of the winners.

Community Showcase

We've recently discovered a number of great pieces of artwork created by our players and we're excited to showcase them to the wider community today. Check them out below!

Uniques Personified by Gunoo

'What do You See in the Mirror?' by HoldimProvae

Einhar and Niko's Crazy Azurite Alter Ego by mecmb

Check out more submissions here!

Developer Interview - Concept Artist - QingYi Li

In continuation of the series of interviews with our developers, we took a moment to talk with QingYi, one of our concept artists. Throughout his time with us, QingYi has created a lot of key concepts for Path of Exile, from the Shaper and Innocence, to Sister Cassia and the Vox Twins from the Heist expansion. In this interview, QingYi tells us about his background and work at Grinding Gear Games as well as shares some pieces of his awesome artwork.

[h3]Hi QingYi, thanks for participating in the interview! Please tell us a little about yourself and what you do at Grinding Gear Games?[/h3]

I'm an art geek who designs something crazy like monsters, MTX, NPC, environments and graphics as a daily routine. But after work, I do nothing crazy even adopt some grandpa’s hobbies like bonsai and carpenting.



[h3]How did you get started as a concept artist?[/h3]

That’s a long story! After university, I tried a few art-related jobs like an interior designer, primary school art teacher, pixel artist but didn't stay long at any of them because I always wanted to be a game developer.

In 2009, being jobless for nearly a year I decided to take a 3D course in a training camp for game outsourcing companies because China had the world's largest 3D outsourcing industry at that time. During the 4-month militarized training I learned the whole workflow of next-gen game modelling and texturing. So, I got a job offer from a ‘big-name’ studio right after my studies. When working as a 3D modeler at minimum wage I drew a lot after work because I'd like to do something more creative.

One year later the studio closed down for the growing labour cost in China, and fortunately, my art director started a new company and hired me as a concept artist because he knew I could draw.



[h3]How did you come to work at Grinding Gear Games?[/h3]

Back in 2015 when I just finished my postgraduate study in New Zealand I was eager to find a job with my post-study work visa. Fortunately, I've already had over 4 years of industry experience before the study, so when I emailed my portfolio to Erik, he was pretty happy with my work and keen for me to start as soon as possible.



[h3]You've created a lot of concepts and illustrations for NPCs, monsters, and microtransactions. Which of these presents the most challenges or limitations?[/h3]

I would say, Sister Cassia. My brief was to create a Leonardo Da Vinci kind of nun who also is good with engineering. I struggled to balance the steampunk theme with religious elements and tried to add a hint of mystery as well. After locking on one of the sketches I was trying a 3D concept pipeline which is quite challenging for me because I used to photobash or paint everything from scratch. In the process, I used 5 different 3D apps which are Daz3D for posing, Marvellous Designer for cloth simulation, Maya for hard surface modelling, Zbrush for sculpting, Keyshot for rendering. It worked pretty well after finally touching up in Photoshop.



[h3]What are your thoughts on painting vs 3D modelling in your concept art? [/h3]

As a concept artist, I need to deal with tons of problem solving and design decision making. So, I have to be resourceful. Painting can get quick ideas, and 3D modelling, on the other hand, can help me design in an engineering way to create a precise form and a realistic rendering that could help the 3D modeler later on. So, they are both essential skills which I use depending on efficiency.

[h3]Are you able to give us an overview of what it takes to get a concept art finished?[/h3]

To finish a concept I need to plan well rather than just doodle. My latest workflow as below:

  • research (google)
  • ]brainstorm (writing)
  • sketch (drawing)
  • model (3D apps)
  • paint over (Photoshop)


You could see it's a design methodology. The two main questions I keep asking myself is what the idea is and how to visualize the idea efficiently.

[h3]How much of a personal spin do you get to put on your work for Grinding Gear Games?[/h3]

I usually put as much as I could in the early sketches. Then those ideas will be refined by the team and eventually become practical during execution. It's the happiest thing if my original thoughts survive in the game.

[h3]Are there any cool concepts you created that didn't make it to the game?[/h3]

Any concepts I've done usually have at least 3 up to 15 options at the sketch stage, only one of them could survive till the end. Most of those ideas will be dumped but very few among them would become monsters or new MTX in some cases.



[h3]Is there an area of concept art that you find the most enjoyable or interesting?[/h3]

Sci-fi is the most enjoyable area to me. So, I would say the Thaumaturgy Mystery Box is the most interesting concept I've done in Path of Exile. Because steampunk is the only science that I could explore in this dark fantasy world.



[h3]Do you have any hobbies outside of art?[/h3]

Yes, reading books and watching movies for obvious reasons. Also gardening and playing guitar to relieve stress. Recently, I've picked up woodworking as a side hobby because I decide to craft something in the real world rather than in the virtual world.



[h3]Do you dabble in any other art mediums other than digital?[/h3]

Yes, I do pencil drawings and oil paintings for meditation. Probably will take them seriously after retirement.

[h3]Which artists have inspired you the most?[/h3]

There are a lot:
  • Claude Monet
  • John Singer Sargent
  • Zdzisław Beksiński
  • Masakazu Katsura
  • James Gurney
  • Craig Mullins
  • Jason Hong
  • Jama Jurabaev
  • Daisuke Tsutsumi


[h3]Do you have any advice for people who are looking to become professional concept artists on how to get into the industry?[/h3]

I assume all of you guys can draw a little bit, then stop doing endless fundamental drawings, or watching random tutorials. Take courses instead. There are so many good online courses with mentorship from Learn Squared, Schoolism, Brainstorm, CGMA. They can teach you not only skills and apps but also workflows of the industry. If you just spend a year taking 4 concept courses seriously and prepare a well-presented portfolio, I'm sure you can get a job.


Divination Card Stories - The Skeleton and The Bones

In the third entry to this series, we asked SinnerSteven to share the backstory of creating two divination cards, first The Skeleton and then The Bones.

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Starting back in mid-2016, I heard about Path of Exile when I saw some friends talking about it online and posting art of the game's unique items. I've always loved ARPGs with my first ones including Nox, Darkstone, Sacred and of course, Diablo.

Like many people my favorite class in those kinds of games was summoners, more specifically a necromancer archetype. It had been a long time since I played just a good game with a necromancer in it, so when I heard of there being one in Path of Exile I was very interested. I jumped right into the Prophecy League with some loose advice from friends playing in a party and put together a pretty terrible spectre build using the giant bonestalker skeletons. It was a hilariously ineffective build at the time, but I had so much fun messing around with the summoning skills and passive tree I didn't even care.

Naturally I got hooked in with how interesting the skill system was and went on to try dozens of other builds over the years. Grinding away with the goal of getting currency to fund even more builds to try league after league is what keeps me coming back. There is, however, one build that always pulls me back no matter how many times I play it, and that's Summon Skeletons.

For the longest time I've always adored the concept of a skeleton-raising necromancer so I played the build practically every league. From skeleton mages to the even more recent skeleton archers, I've had the most fun and success playing around with some undead bone boys. And of course, I'm always fearful of necromancer nerfs come time for patch notes.

Now that brings us to the cards, at least the very first one I did, The Skeleton. By 2019, I've supported GGG quite a bit through supporter packs and was pretty happy with that, but I always felt like I wanted to do more. Previously before I contacted support to see if I could create a unique, the original idea being an amulet that buffed skeletons and made them bigger, but they weren't accepting unique designs at the time. Of course this led me to the next best thing, a skeleton-themed divination card. The idea was simple enough, a card that gave a high quality summon skeleton skill gem, fitting for a high quality skill.

It's a pretty basic concept for a card, but it means a lot to me since I really do like skeletons a lot and summoners as a whole. The art and flavour text of the card was meant to be more of a nod to the joke of "there's a skeleton inside you", just a bit of silly fun I wanted to have with the card.
The second card I did, The Bones, was meant to be a continuation of the first card. I originally wanted the first card to be a vaal summon skeletons but I quickly decided to make another card instead as a follow up that was a higher than normal level instead of quality.

With this card I had a much more clear idea for the art and text, with it being a full skeleton now surrounded by many others. I wanted to capture that feeling I first got when I used vaal summon skeletons, since having an army of skeletons as a skill is a really amazing thing. The art for both of the cards far exceeded my expectations and I was pleased with the dynamic of the cards.

Even though they aren't the most rewarding of cards, I'm proud of the marks I've left on the game. Summoners are the bread and butter for myself and many others in this game and I'm glad I could put some love of that into these cards. I hope my fellow exiles can all enjoy the occasional skeleton friend at their side sometime, because there are plenty of them to spare in Wraeclast!