When I was six years old there’s an image I could never forget. I woke up at night and went to the kitchen at home without knowing why. Suddenly I saw my mother crying, trying to slash his wrists with a kitchen knife, under the warm light of a lamp that barely lit. I ran straight to hug her and begged to stop. It was maddening.
I also traveled and resided in many provinces, losing all the friends that I had. Sometimes, we had to live in precarious places, without beds or bathrooms. I also had to sleep in nightclubs, where my mother worked to feed me.
Briefly, that’s only a piece of the childhood of my life, to which I overcame without blame, fighting with passion, with loneliness as my only friend, but with the hope of an overwhelming future, a future that I’m still try to reach from the artistic.

What has been your most honorable project to work on and why?
“Disorder” is my most honorable Project I’ve worked on. It shows the life of a normal guy that has a complicated childhood, and has different mental disorders. I love it because I made a lot of friends through the development and learned a lot. Currently I am designer and 3D modeler in the project.

What has been your most challenging project to work on and why?
I see all the projects I work on as a challenge. But if I have to choose: “The Nun”.
I had to cancel the development it because I started having nightmares and I couldn’t sleep. However, I don’t believe in ghosts, so I’m going to continue it later.
“Disorder” is challenging too. It carries a lot of feelings and internal work, which involves memories, pictures found in the past, music… Other works were born of dreams or experiences.

What image/project has taken you the longest time to complete and why?
Although currently there are a lot of characters I’m still working on. The design of the characters in “Disorder” was what took me longer. At this stage I had to train a lot, learn about 3d, anatomy, psychology, and else. When he started this project I had no idea how to make low poly design, about topology, baking or anything. Once I acquired the basic knowledge, I had the opportunity to develop almost all of the level design, props modeling, textures, concepts, and else.
7 responses to “Interview with Character Artist and Graphic Designer Matias Molero”
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wonderfull
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Bien ahí mati!!
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Que tipo groso Matias acordate de los amigos cuando seas famoso!!
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Gracias Ed!…
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great work!
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Thanks!
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Im 22 if thats what ill be capable of come 26 im sticking to this.
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