Art direction plays a significant role in video game creation, as a game’s artistic style often defines its unique identity and atmosphere even before players start playing. This is particularly true for fantasy games like “Blades of Fire”, where the design of monsters and otherworldly settings significantly influences the game’s character and feel.
Recently, Game Rant was granted access to MercurySteam’s Madrid studio to play an early version of their upcoming Soulslike game titled “Blades of Fire”. Apart from the intense, gory combat scenes in the game, we had a chance to converse with some key team members at MercurySteam, including Arturo Serrano, the art director for “Blades of Fire”, and Lucas Felden, its producer. They shared insights on the creative influences behind their work and the steps taken to construct such a dark fantasy realm. For your convenience, this conversation has been shortened and clarified.
The Inspirations Behind Blades of Fire’s Art Design
Q: Could you tell me a little about how you first got into the video game industry?
Initially, my passion lay in the gaming world and at home, I would often spend time sketching. However, I found it challenging to break into this industry. When I caught a glimpse of the behind-the-scenes creation process for the original God of War games, I noticed that it involved both drawing and graphic design – skills I possess. This sparked an opportunity for me, and I thought to myself, “This is what I desire…I hope I can be a part of it.
Q: What was the first game you worked on?
At Pyro Studios, my first professional workplace in Spain, which is known for creating the Commandos series, was where I started my career. However, it was at MercurySteam that I contributed to the development of Castlevania: Lords of Shadow – Mirror of Fate, marking my initial project here.
What’s the initial move when designing the immersive fantasy realm for Blades of Fire from the ground up?
Initially, our aim was to evoke the aesthetic of ’80s fantasy films such as Willow or Conan the Barbarian, and to resurrect that visual charm and essence. This wasn’t just limited to films but extended to comics and graphic illustrations as well. The challenge lay in blending these inspirations with modern sensibilities, elevating them to meet contemporary standards.
By drawing inspiration from classic fantasy sources, our aim was to create a distinctive and epic aesthetic that would leave an immediate impression. We strive for designs within the game that, when encountered elsewhere, prompt recognition such as, “Ah, I’ve seen that before in Blades of Fire.
The world we interact with every day serves as a source of inspiration for us. To illustrate this, consider how a simple cooking recipe might inspire an idea for a unique character design.
How MercurySteam Created Blades of Fire’s Brutal Fantasy World

What was the initial area of the Blades of Fire universe that the artistic team started developing, considering their sources of inspiration?
The innovative ideas behind the game originated from Blades of Fire’s Design team, spearheaded by Enric Alvarez, the game’s Director. The Design team shared documentation detailing the requirements for the game’s systems and mechanisms. These documents were then passed on to concept artists who aimed to bring these ideas to life visually. Once this visualization was complete, the concepts were distributed across various departments such as modeling, rigging, and environment.
Blades of Fire’s journey began by reflecting on the previous games crafted by MercurySteam, aiming to encapsulate their core spirit. More specifically, we studied Severance: Blade of Darkness, a game not directly developed by MercurySteam but conceived by its founders. They sought to revisit the fantasy they had envisioned in their youth and create a game that could be considered a spiritual sequel.
A: In terms of creating the visuals for a game like Blades of Fire, which has a lot of violence, how do you approach conveying such intensity artistically?
In our game, Blades of Fire: The animation, particularly the actions of the main character and their adversaries, as well as their reactions, is crucial. Additionally, the visual effects, including gory details, play a significant role. Our goal was to create a visceral gaming experience, and that’s evident in the game’s brutal and hostile environment. You’ll also encounter monsters larger than you. Through our animation, visual effects, and character design, we aim to portray this brutality in Blades of Fire.

A: Are there any unique designs for enemies or monsters in Blades of Fire that you’re particularly excited for the players to discover?
Instead of presenting a particular monster straight away, I’m excited for players to discover and fill their Bestiary as they progress through the game. Along the way, your companion, Adso, records details about the enemies you defeat. The more often you encounter and defeat one specific type of enemy, the more information Adso accumulates in the Bestiary.
Adso is responsible for sketching the creatures found in the Bestiary as well. I’m eager for players to appreciate his artwork, since considerable effort was put into blending these conceptual illustrations seamlessly within the game world. It’s quite unique and something worth looking forward to. Additionally, we aimed to provide a small incentive for dedicated players who manage to defeat all the monsters.
Q: Weapons play a huge role in Blades of Fire. Do you have a favorite weapon design?
Absolutely! My preferred weapon is that massive greatsword adorned with side spikes – it’s truly impressive in size.
Q: What’s one key lesson you’ve learned while working as Art Director on Blades of Fire?
As a novice Art Director, cultivating patience is essential. This involves understanding the importance of patience, particularly in communication with fellow team members and heads of other departments. Given my role as an Art Director, I must engage with and oversee the work of numerous individuals.
The ability to practice patience and share it with others across the team has fostered a strong sense of collaboration among all departments, which is the most valuable lesson I’ve learned during this project.
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2025-05-01 15:11