Balazs Kalazdi

Ninja Theory

Balazs Kalazdi photo

Balazs began his career in Hungary in 1997 modelling for coin-up conversions for the Sega Saturn and PS1 before joining Digital Reality as a CG generalist working on pre-rendered cutscenes. Later he became lead artist / animation director at a outsource company providing services for companies such as Ubisoft, Digital Extremes, Eidos and Climax. In 2011 he joined Ninja Theory to work on DmC, Disney Infinity and Hellblade.

Balazs Kalazdi is speaking at the following session/s

AAA Quality Meets Independent Freedom: Turning Hellblade into a Reality Using Unreal Engine

Thursday 12th July: 14.00 - 14.45 : Room 3

Taking a look at our character and VFX pipelines, and how limited resources and a powerful subject matter informed some of the technical and artistic choices on Hellblade. We’ll discuss key lessons learned throughout the process, the successes and the failures, and share our thoughts on what it means for future art pipelines at Ninja Theory.


  • You have to start somewhere...
  • Understanding what to solve in-house and when to bring specialist partners on board.
  • Cutting your coat according to your cloth; understanding resource constraints and making smart choices.
  • Constraints can make you more creative
  • Make space for an explorative creative process, but keep in mind the need to finish.

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