Every great journey starts with great people, and ours began 25 years ago.
As part of our 25th anniversary celebrations, we’re interviewing some of the people who helped shape Gameloft into what it is today.
We spoke with Marta Salmons, Lead Concept Artist at Gameloft Barcelona, about how her passion for art grew into a career in games, what inspired her at 25, and her proudest moments at Gameloft.
Where were you at 25?
In 2011, I was living near Barcelona and working in publishing as a manga artist. It was a very different type of job, although interestingly, I met several comic artists who I later worked with at Gameloft there. I was very excited to push my artistic career further with a three-volume comic that was going to be published in Spain. It was also the year of my first big trip to Japan, a long-awaited dream for me.
What were you playing at 25?
At that time, I was definitely replaying Shadow of the Colossus on PlayStation 2 and starting The Legend of Zelda: Skyward Sword as well as some Assassin's Creed: Brotherhood. Around that time, I was also hooked on Dance Dance Revolution. I was sharing a flat and we each had a different gaming device, which meant we could play and share all kinds of games. It was quite fun.
Why gaming?
I enjoy learning about and making sense of a fictional world, which led me first to concept art as a whole, and specifically, video game concept art. I treasure the special editions and visual development art books that I've gathered over time and that inspire me daily. A few years and quite a lot of comic book pages later, I applied for a position at Gameloft that was the perfect mix of concept art, illustration, and 2D art.
Most important advice?
Asking questions, even if they seem basic or simple, and doing so respectfully, will take you further.
Your inspirations?
Media in general, although I prefer comics and animation. The works of Hayao Miyazaki and Satoshi Kon convey a distinct sense of what they want to communicate. Anything with a good story is a great source of inspiration. Travel and nature are also inspiring.
Proudest moment?
Participating in Disney Speedstorm has been where I have learned and evolved the most in my career as a concept artist, sometimes in unexpected ways. Another proud milestone for me was the launch of the first game I worked on at Gameloft: Battle Odyssey.
Favorite game?
I have several, but perhaps Nier: Automata. It combines philosophy, drama, humor, action, superb character and background design, and a tremendous soundtrack. It's the kind of game I'd like to help conceptualize someday.