Peter Sekula (QTE)
My name is Peter Sekula and I’ve been an experienced Senior Environmental Artist for over 12 years. In that time, I’ve worked on industry titles such as the Tom Clancy’s: Ghost Recon series, Rainbow Six series, Far Cry 4, and Tom Clancy’s: The Division.
I’m also the founder of my own iClone, Unity, and Unreal Engine content development company – “Quantum Theory Entertainment.”
As an Art Director in the game industry, I feel it’s paramount to creatively illustrate game design and thematic intentions through art. If one can create a sense of wonder or curiosity in the viewer, they’ve captured them and can guide them on an immersive journey through visual storytelling. But that adventure can only begin with special skills; Composing scenes from the camera’s perspective, texturing them to get a high level of detail, then illuminating the scenes to portray the intended mood are all critical in standing out in a competitive market. In other words: I live for this sort of thing.
Q: Hello Peter, and welcome to the Reallusion Feature Stories. Please tell us a bit about your background and your work.
Hi there, my name is Peter Sekula and I have been an experienced Senior Environmental Artist for over 12 years where I’ve worked on renown industry video game titles such as; the Tom Clancy’s: Ghost Recon series, Rainbow Six series, Far Cry 4, and most recently Tom Clancy’s: The Division.
I’ve always had a fondness for well crafted environmental art; be it traditional or digital, 2D or 3D. Composing objects in a scene and lighting them in interesting ways is immensely enjoyable to me. If one can create a sense of wonder and curiosity in the viewer, they’ve captured them and can guide them on an interesting journey through visual storytelling.
My interest started when toying with 3D software at home, then taking that interest further in college. This growing desire for more led me to an Environmental Artist position at Ubisoft where I designed and created maps for some of the most well-known games in the industry. These skills then led me to a position of Lead and eventually Art Director, developing style guides and art direction for unannounced games for console platforms.
Today, I develop high-quality content for iClone, Unity, and Unreal game engines and their communities. The content is targeted from low-end mobile devices to high-end, and current day desktop GPUs. Eventually though, I’d love to achieve what every indie wants to achieve: their own hit game.
Q: Could you share with us, when and why you started working on animation/2D graphic design/3D models? How did you start your content business?
When I was in school learning 3D Studio Max version 3 (a long time ago!), I started to realize that if I was to succeed in starting a career in the game industry, then I had to consider specializing. Despite schools teaching you a variety of disciplines, I decided that I wanted to go all-in with environment art. That turned out to be a good decision since almost a year after I graduated I became an Environment Artist at Ubisoft Red Storm.
It was around the 10-year mark that I began to see opportunities online to share my skills through the Unity Asset Store and the Epic Marketplace. With the explosion of mobile and VR, and the multitude of small successful 1 to 3-person game dev teams, I saw that people with my skillset were welcome and could be successful.
So I started my own company “Quantum Theory”, to deliver high-quality art content to the masses, and soon thereafter left Ubisoft to focus on the company full-time.
Q: What software do you work with? Do you have any samples of your work?
3D Studio Max is the authoring tool of my choice. Many use Maya nowadays due to price and accessibility, but being a creature of habit, I stick to what I know. When something needs to get more high detailed or organic, then I’ll bring the model into ZBrush for further refinement. Sometimes I’ll work back and forth for a specific result as ZBrush has a very specialized, free-form workflow that’s great for certain tasks of a environment artist.
For many years, Adobe Photoshop was the natural go-to for texturing. But seeing the industry and its engines moving to a Physically-based shading paradigm, Photoshop quickly lost its usefulness because you can only author one texture at a time. Since PBR requires an aggregate of data to describe a surface, Photoshop is simply the wrong tool for the job.
Substance Designer and Substance Painter are two tools that excel at authoring materials for a Physically-Based shading pipeline. Their procedural, non-destructive workflows ensure that the surfaces can be at their highest quality while being physically accurate. I used both of these programs exclusively in the production of my Rome: Fantasy Pack I and will continue to do so for all of my future projects. It has also become the game industry standard for material production.
Q: What can the animation community expect from you, and Quantum Theory Entertainment in the future?
I pride myself on trying to deliver immersive and evocative 3D artwork for use in not only my projects, but yours as well. I want to do my part to help individuals execute their vision so that they don’t have to feel like they have to be part of a huge production company to get a stellar-quality results.
So, the community can expect more asset packs of the same quality in the future so long as it’s financially viable to do so. Right now, the Rome Fantasy Pack II is progressing nicely. This pack focuses more on the upper class nobility of Rome, how they lived, what their houses or “domus” looked like, and all the materials. There’s considerable work already done on the pack and for those interested, you can view the progress in my ArtStation site.
Q: Is there anything else that you would like to share with us, or talk to your fans about?
I would like to mention that it’s important that if you like the content you see, that you support to developer!
Quantum Theory is focused on delivering AAA-quality artwork and projects, but it has always just been one lone artist working on his computer (me) creating everything by himself. So if you like what you see, then please support the developer so that we can continue to make more content for you! You can tell your friends and spread the word. =)
To see more of Peter’s work, visit >>
Reallusion Content Store: www.reallusion.com/ContentStore/iClone/pack/ROME-Fantasy/default.html