Kristof Batori's profile

Creative Lead Showcase

Creative Direction Works
Being a Product Marketing Manager involves wearing many different hats. From market research to branding, analysis to reporting, I’ve had the chance to contribute to a game’s success in many different ways.
But the discipline where I excel and have fun the most is creative direction.
This can be something as simple as whipping up a promotional artwork myself, or as complex and involved as creating an animated trailer in collaboration with dozens of people.
This is a collection of some of my proudest works…


Trailers
Baby Dragons CGI Trailer
My first big project, a few weeks into my tenure at Gameloft. Worked together with our Art Director to provide feedback and make sure everything ran smoothly in the iteration process.
Roles: Notes on shot compositions, blocking and timing/pacing


Egyptian Divine Trailer
This animated trailer was developed for a new event type in our game.
A limited budget meant that a fully animated 3D trailer was out of the question, so we had to get creative.
We went with a 2D virtual comic-like solution because it allowed us to cut costs, but still create something of high production value where dragons can be more expressive than their in-game counterparts.
Roles: Writing, creative direction, project management 
BTS
This was the first time we created a project like this for our game. The first step was coming up with a style that stays true to the game, while giving us enough flexibility for proper storytelling. In the end we settled on a mix of western and anime styles

One of the most fun parts was figuring out how to give shots that extra pop...and yes, I do use the word "thingie" quite often
The final shot



Nordic Divine Trailer
In the next update we continued with a similar trailer, this time producing the trailer in half the time thanks to our experience on the Egyptian trailer. I wanted to make the structure more interesting so I thought flashbacks would be a cool storytelling device.
Roles: Writing, creative direction, project management

BTS
Initial proposal for the swamp shot with my feedback, to new version, to final shot
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Once again, there were many fun shots to experiment with. This one being my favourite


Key Arts
Next to trailers, Key Arts are some of the most important assets we produce for the game.
They need to convey the theme and main selling points of a given update. They serve as the basis for many other assets, such as update pitches, store screenshots, promotional art works etc.
Roles: creative direction, brief creation, feedback for artists
Creative Lead Showcase
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Creative Lead Showcase

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