Dardo Studios, Inc.

/

15333 Culver Dr Suite 340 #2151

/

Irvine, CA 92604-3051

© 2026, Dardo Studios, Inc.
All rights reserved. Dardo Studios, the Dardo Studios logo, and Art Department in a Box phrase are trademarks or registered trademarks of Dardo Studios, Inc.

Dardo Studios, Inc.

15333 Culver Dr Suite 340 #2151

Irvine, CA 92604-3051

  • · © 2026, Dardo Studios, Inc. All rights reserved. Dardo Studios, the Dardo Studios logo, and Art Department in a Box phrase are trademarks or registered trademarks of Dardo Studios, Inc.

Dardo Studios, Inc.

/

15333 Culver Dr Suite 340 #2151

/

Irvine, CA 92604-3051

© 2026, Dardo Studios, Inc.
All rights reserved. Dardo Studios, the Dardo Studios logo, and Art Department in a Box phrase are trademarks or registered trademarks of Dardo Studios, Inc.

Dardo Studios, Inc.

/

15333 Culver Dr Suite 340 #2151

/

Irvine, CA 92604-3051

© 2026, Dardo Studios, Inc.
All rights reserved. Dardo Studios, the Dardo Studios logo, and Art Department in a Box phrase are trademarks or registered trademarks of Dardo Studios, Inc.

Insights

Stories and thoughts from our world of games and art.

Stories and thoughts from
our world of games and art.

All

Art Creation

Business

Technical Breakdown

Jan 26, 2026

Article

Creating a believable world can be overwhelming without structure. Imagination is limitless, but without a plan, ideas can quickly lose focus. This article outlines the way I approach visual world building as a visual artist. It is not a strict step-by-step guide, but a breakdown of my thinking, planning, and problem-solving process when designing worlds. World building for clients and personal projects share similar foundations, but differ in mindset. Collaboration requires compromise, problem solving, and alignment within given parameters, while personal work is quite the opposite, where freedom to create your own rules can be an additional issue, and the problem solving is more internal and not dependent on others. I'll be diving into the latter and will save the client/collaborative work in a later section.

Ed Laag

Principal Concept Artist at Dardo Studios

Aug 21, 2025

Article

With the FPS section of the Bloomhell project, two of the VFX needed very stylized, somewhat 2D looking explosions that still worked in a three-dimensional space. I had to make sure I didn’t end up with an explosion that looked too much like a billboard, nor one that looked too much like a spherical mesh. For this brief breakdown, I will focus on the Burning Shot’s explosion.

Pedro Paulo

FX/Tech Artist at Dardo Studios

Aug 5, 2025

Article

Initially, from concept to Niagara asset, the “Bone Wave” looked very challenging. The idea was having a forward-moving pile of bones that would kill everything in its way.

Omar Parada

FX/Tech Artist at Dardo Studios

All

Art Creation

Business

Technical Breakdown

Jan 26, 2026

Article

Creating a believable world can be overwhelming without structure. Imagination is limitless, but without a plan, ideas can quickly lose focus. This article outlines the way I approach visual world building as a visual artist. It is not a strict step-by-step guide, but a breakdown of my thinking, planning, and problem-solving process when designing worlds. World building for clients and personal projects share similar foundations, but differ in mindset. Collaboration requires compromise, problem solving, and alignment within given parameters, while personal work is quite the opposite, where freedom to create your own rules can be an additional issue, and the problem solving is more internal and not dependent on others. I'll be diving into the latter and will save the client/collaborative work in a later section.

Ed Laag

Principal Concept Artist at Dardo Studios

Aug 21, 2025

Article

With the FPS section of the Bloomhell project, two of the VFX needed very stylized, somewhat 2D looking explosions that still worked in a three-dimensional space. I had to make sure I didn’t end up with an explosion that looked too much like a billboard, nor one that looked too much like a spherical mesh. For this brief breakdown, I will focus on the Burning Shot’s explosion.

Pedro Paulo

FX/Tech Artist at Dardo Studios

Aug 5, 2025

Article

Initially, from concept to Niagara asset, the “Bone Wave” looked very challenging. The idea was having a forward-moving pile of bones that would kill everything in its way.

Omar Parada

FX/Tech Artist at Dardo Studios

All

Art Creation

Business

Technical Breakdown

Jan 26, 2026

Article

Creating a believable world can be overwhelming without structure. Imagination is limitless, but without a plan, ideas can quickly lose focus. This article outlines the way I approach visual world building as a visual artist. It is not a strict step-by-step guide, but a breakdown of my thinking, planning, and problem-solving process when designing worlds. World building for clients and personal projects share similar foundations, but differ in mindset. Collaboration requires compromise, problem solving, and alignment within given parameters, while personal work is quite the opposite, where freedom to create your own rules can be an additional issue, and the problem solving is more internal and not dependent on others. I'll be diving into the latter and will save the client/collaborative work in a later section.

Ed Laag

Principal Concept Artist at Dardo Studios

Aug 21, 2025

Article

With the FPS section of the Bloomhell project, two of the VFX needed very stylized, somewhat 2D looking explosions that still worked in a three-dimensional space. I had to make sure I didn’t end up with an explosion that looked too much like a billboard, nor one that looked too much like a spherical mesh. For this brief breakdown, I will focus on the Burning Shot’s explosion.

Pedro Paulo

FX/Tech Artist at Dardo Studios

Aug 5, 2025

Article

Initially, from concept to Niagara asset, the “Bone Wave” looked very challenging. The idea was having a forward-moving pile of bones that would kill everything in its way.

Omar Parada

FX/Tech Artist at Dardo Studios