Artist Profile - Noah Stacey

Artist Profile – Noah Stacey

Blackbird Interactive has art at its core. Today we talk with Noah Stacey and learn what it was like to be part of that artistic core from the very beginning in Rob’s garage.

When did you start working at BBI? 

I was lucky enough to start at Blackbird during its initial inception, back when it was run out of the garage in Rob Cunningham’s backyard. My “desk” was a green leather couch up in the loft and the neighbours probably thought we were running some kind of shady operation, with the small crowd of scruffy weirdos going in and out of the shed all day. It’s been awesome to see the studio grow from the humble beginnings through the release of Deserts of Kharak on to our bright future.

What work are you most proud of?

I really loved making the animatics in Homeworld Remastered, Deserts of Kharak and Project Eagle. Kambeitz, Brennan and Rob are some of my favorite people to work with, and together we solidified the animatics as part of Blackbird’s signature look. I like the whole process of starting with a 2D painting, then creating a fully realized “scene” out of it. You can bring almost anything to life by using sound cues, particle effects, animated layers, camera movement, and some 3D trickery.

What art inspires you?

Naturally I’m inspired by my talented co-workers, but I’m also inspired by a wide variety of sources that aren’t necessarily from this industry. The paintings of Barlowe and Beksinski, the books of McCarthy and Ligotti, old medieval manuscripts and shiny modern concept artists. Games like STALKER and Dark Souls, David Lynch films, the surreal worlds of Dali and the very real achievements of SpaceX, all these things in life create a delicious stew of inspiration.

What is the most rewarding part of working at BBI?
There is something special about completing a large scale project with a huge group of talented people. It’s more satisfaction than you can get from just doodling sci fi daydreams on your own. Here you’re surrounded by people that you can brainstorm with, and collaborate, and argue and innovate and fail with. You come together to build a monster, you raise it together over years, and one day, when it’s all grown up and ready to move out of the house, you can all stand in the driveway and wave goodbye, knowing it was a job well done.