Advertising

  • Creative consulting, workflow development, and trailblazing content solutions for brands and organizations.

  • AI Creative Director at several industry events, showcasing novel, even real-time ad content techniques to major brand partners and representatives.

  • Created intelligent workflows and high volume, high precision assets for a variety of product campaigns.

Reel Intelligence

Gemini Node Development

  • Developed the most full-featured open source API nodes to integrate with the Google Gemini platform in ComfyUI.

  • The nodes are fully multi-modal, support the entire Gemini model family, use the latest SDK, and expose the most comprehensive set of parameters out there.

  • They are are available here.


Intermundia

  • Intermundia is a personal project, an almost 8 minutes long, meditative trip that combines the aesthetic of dark ambient album covers, a stylized Lovecraftian world, and a narrative inspired by hermetic and gnostic philosophy.

  • Every aspect of the piece – planning and logistics, concepts, still images, camera angles, narrative, video generation, voiceover, and soundtrack – have all been orchestated using meticulously detailed and illustrated “creative blueprints" for multiple interconnected models.

  • For the best experience, make sure to watch it in 4K (2160p) @60fps, with the sound on! ;)

Intermundia

Animation Technology

  • Partnered with acclaimed animation industry veterans and Amazon Studios to develop workflows, tools, and techniques to enhance animation production.

  • The tech is being built with artists and hand-crafted data at its center. It aims to deliver significant gains to cost structures, timelines, and output quality by improving tried-and-true processes instead of reinventing the wheel.

  • Stay tuned for more...


Chronicles

  • The Chronicles of The Grand Inquisitor was a fan favorite, fully voice-acted lore video series, serving as the narrative pre-amble and introduction to Apocalypse Studios' upcoming dark fantasy game Deadhaus Sonata.

  • The series started off as audio only, but the emergence of AI made it possible to add webcomic-style illustrations to every episode. I have done 9 episodes, each 30-40 minutes long with more than a hundred shots.

  • All this was done back when Stable Diffusion still reigned supreme, and character consistency was achieved the "artisanal" way, through guidance illustrations and LoRas. This project, with its grand drama, elaborate world-building, and dark megalithic architecture was great fun to work on.

Chronicles
Chronicles

Experiments

  • This is a collection of various mini-projects, half-baked experiments, and technical explorations.

  • Each of these had an original purpose: an announcement or teaser, a testbed for a tool or a model, a showcase for techniques like motion control and proxy-based editing, or serving as a live prop for a workshop session.

The Witch
Networking Guru
Weavy Course Teaser
Champion
Kartel Teaser
Sidney
Vampiric
Tarot
K-gasm
UFO Kid
Predator


iGaming

  • Served as Chief Creative Officer at Gamblit Gaming, a one-of-a-kind venture startup that brought the interactivity and genre variety of mobile gaming into regulated markets, including the premier resorts of the Las Vegas Strip.

  • Built the internal development studio and 20+ award-winning titles for mobile, web, and proprietary location-based hardware. Successfully engaged an audience 20 years younger than industry average.

  • Over $100 million in private equity funding, scaled into 24 regulated jurisdictions across 9 US states.

Gamblit Gaming Expo Booth
Gamblit Poker Trailer
  • The two titles below perfectly illustrate what appealed to new audiences and operators alike. They delivered real-money action that moves beyond the traditional slot paradigm.

  • They offered the interactivity and depth of modern video games, while remaining regulatorily compliant, safe from problem gambling behaviors, and competitively profitable.

Dice Arena Trailer
Lucky Words Connect Trailer

Mobile & Social

  • Led creative and product teams on the category-leading (5 million monthly active users) live-service mobile title Bingo Blitz, acquired by Playtika. Boosted revenue through top-performing content and feature releases, including a community-favorite collaboration with Elvis Presley Enterprises.

  • Designed and produced Solitaire & Prizes, one of the first titles to feature real-world prize sweepstakes. Achieved outstanding player retention results that powered the title’s 10-year market run.

  • Led creative and product teams on Action Allstars, a sports-themed virtual world with 6 million players and NBA/MLB/NFL brand partnership.

  • Principal creative developer on Playdom's Tiki Resort, one of the first social titles to reach 1 million daily active users.

  • Principal creative developer on Flektor’s advanced interactive media platform acquired by Myspace.


Console Games

  • I held senior / lead creative roles - focusing primarily on environment and technical art - at gaming powerhouses Activision, THQ, and Naughty Dog.

  • I have been fortunate to work on 10 consecutive Greatest Hits titles that sold 35+ million units across multiple platforms.

  • I don't have a whole lot of presentable assets from this era, but quite impressively, the screenshots of my levels below from the Jak & Daxter games still hold up surprisingly well, even after 2 decades.

Jak X Trailer

Perihelion

  • As the manual says: "Perihelion – a world where advanced science and malevolent Gods exist side by side; where genetic engineering and occultism evolved together; where mutation is a way of life."

  • The game was created by a team of 3 between 1991 and 1993, under extraordinarily challenging conditions.

  • It was my first game, published by legendary UK publisher Psygnosis to boot. Taking this project to completion while going to school still qualifies as one of the most difficult but rewarding things I have ever done.

  • A signature element of the game was the shared, common 32-color two-tone palette which in retrospect was a pretty bold move, yet proved to be a key ingredient to the unique look and atmosphere.

  • The game was hailed by Amiga Action magazine as a "Hardcore RPG player's dream". It has developed a cult following, inspired a pen-and-paper conversion, a lot of fan fiction, and it's still being played 30+ years later with relentless lobbying for a Kickstarter reboot. 😉

  • The full, playable version of Perihelion is available to download. It includes a copy of the WinUAE Amiga emulator, preconfigured to run the game (make sure to read the instructions).

  • The game soundtrack is also available in old-school .MOD format.

  • Click the floppy disk or DOWNLOAD.



  • The term "design" covers an expansive territory, from visual design to product design to game design to technical and system design to UI and experience design, and much more.

  • Over the course of my career I have worked across almost every one of these verticals, whether by choice or out of sheer necessity to get the job done.

  • Below is a sampling of a few more recent projects with a visual component to showcase.

Branding & Iconography

Illustrative & UI

Product & Technical



ABOUT

  • Edvard is a seasoned executive and creative technologist with strong product, design, and technical fluency and relentless hands-on initiative.

  • With decades of experience in interactive entertainment, he's currently building intelligent systems for the next era of creative production across multiple domains.

  • He's lead lean, high-performing multidisciplinary teams to deliver exceptionally polished products with a distinct creative flair.

As a kid, I used to be able to write and draw with both hands: in retrospect, this seems like a generous clue regarding my future path.Over time, I realized that my particular niche lies in my ability to navigate the boundaries between different disciplines and domains of thought.We are often pressured to choose between the intuitive and the analytical, the creative and the technical, the intangible and the exact.Yet, I thrive in the friction and flow where these seemingly incompatible dimensions intersect.Embracing the often challenging tension of this hybrid perspective wasn't as much a choice as a calling, one I believe leads to a more complete understanding of the human experience.



CONTACT