Hubert Kolba – 3D Artist
I am a Game Designer, 3D artist and Narrative writer with an interest in creating RPG and Soulslike genres that provide difficult and satisfying combat, beautifully crafted worlds and deep environmental storytelling.
In my work, I strive for clarity, character and memorable experiences.
As an artist I enjoy both the aspect of modeling, as well as drawing. If I want to create something, I usually begin by creating a drawing of an object or a creature. Then I try to make it into a 3D form and bring it to life with animations. In my work I focus mainly on making low poly, highly stylised and original models.
3D MODELS GALLERY
DIGITAL ARTS
CREATURES
CHARACTERS
FANTASY ART
OVERVIEW
A project created as the final part of my diploma in Game Design. Become a monster hunter and face the Avatar of Death.
PROJECT DESIGN GOALS
My aim was to create a difficult and interesting bossfight in the style of those encountered in the soulslike genre. I also wanted to test the player’s ability to recognise certain attacks as well as how the lack of UI elements would influence the player. More information available in the design document below.
Engine: Unity
Platforms: Windows, PC
Team size: 2
Role: I was responsible for creating the concept of the game as well as most of it’s elements. From the initial concept drawings and designing the mechanics, to the making of the model, creating it’s animations and importing them into Unity.
OVERVIEW
Play on the arcades! Buy upgrades from the shop! Collect mountains of tickets and find a way to escape the Purrgatory!
PROJECT DESIGN GOALS
A small, rougelike, arcade experience created for the 2025th edition of the Steelworks Game Jam. We wanted to create a fun and enjoyable experience of becoming progressively stronger as well as to test the player’s ability to juggle different mechanics in real time by switching to different arcades.
Engine: Godot
Platforms: Windows, PC
Team size: 3
Role: I was responsible for cocreating the meachnics of the game as well as the design, creation, and implementation of most of it’s 3D assets into the Godot engine.
OVERVIEW
A game about the titular doors, which let you explore different places and mechanics. Pick a door and see where it takes you…
PROJECT DESIGN GOALS
My intention was to provide different experiences, based on player’s choices. I wanted the player to experiment and to see which mechanics and worlds would be the most enjoyable.
Engine: Unreal Engine 4
Platforms: Windows, PC
Team size: 1
Role: I was responsible for every part of the project. From it’s concept to the final build of the game.
OVERVIEW
A simple but difficult platformer where you are tasked with stealing a precious gem. But be careful, don’t touch the lasers!
PROJECT DESIGN GOALS
I wanted to create a short 3D platformer with a focus on using two mechanics – double jump and dash. I wished to test the player’s dexterity and their understanding of those mechanics.
Engine: Unreal Engine 4
Platforms: Windows, PC
Team size: 1
Role: I was responsible for every part of the project. From it’s concept to the final build of the game.
Creating narrative for games is also something I’m experienced in. As a Dungeon Master for the past 10 years I’ve created countless worlds and scenarios for my players to enjoy in tabletop RPGs. From creating stories, characters, factions and locations to balancing encounters, inventing new mechanics and adapting the story to the player’s (questionable) choices – I know these things all too well.
Since then, I have experienced many different aspects of tabletop RPGs that have taught me valuable lessons not just about games, but also about the psychology of players. And so, while playing and creating sessions I’ve come to follow these three main rules:
Let chaos flow
Find the right balance
Look for the bads and the goods
The first rule refers to the „chaos” created by other players which might involve things like fighting each other, ignoring the narrative, killing NPCs or randomly obsessing over certain tasks or characters. While it is important to have a general structure for the story or mechanics of our game it can also lead to us becoming „trapped” in our vision of things that are supposed to be. So don’t just try to get rid of that chaos… EMBRACE IT! Maybe a useless side activity can be turned into a fun quest? Or maybe that random NPC wronged by the players can come back to seek revenge? The possibilities are endless so don’t trap yourself in a rigid box of your expectations and let the chaos flow.
The second rule seems quite straightforward. You want to find the right balance between the difficulty and the „fun” aspect for your game. In my experience I began by trying to create challenging encounters for my players to make them more engaged. However it often led to a lot of frustration on their part despite the game being technically well balanced in terms of difficulty. That is why with time I’ve shifted my approach from following the rules and making hard encounters to allowing the players more options and opportunities to do cool stuff, even if it sometimes trivialises certain fights. That is the approach that I’ve found to be the most appropriate for me and my players. But every Game Master or Designer should look to find the right balance for their own games.
The third rule is about iteration. Everyone makes mistakes because it’s sometimes difficult to know what will and won’t work. That’s why it’s incredibly important to learn from them and iterate on your work. Things such as the narrative, difficulty or player enjoyment should be looked at between each session to determine the best course of action. But it’s not just about mistakes but also about the good parts that resonated with the players. We often focus on all the bad we’ve made in our work when trying to improve. But it’s also very important to look at where we or others did well in order to make the best adjustments to our games and many other things.
Click field above or + to read more
This experience has allowed me to learn how to create and balance new mechanics or adjust the existing ones for the enjoyment of the players. And while I do sometimes look for the guidance of the official books created for Game Masters, most of my work for the sessions such as the story, enemies, equipment and balance are created entirely by me.
Doing so has allowed me to see how truly difficult it is to design and balance all the mechanics so that the whole game doesn’t turn into a total mess. There are certainly things that I’m not proud of but I’d say that for the most part, this approach has been a great success both for me and my players.
My most recent creation is a roguelike system based on D&D, which allows you to mix and match different spells and mechanics as well as passive abilities and equipment to create your own character.
It takes place in an abandoned mansion, placed within a strange, colourless dimension, where different places and ages merge together into an ever-shifting maze. Players must explore strange rooms, find randomized treasures and find many peculiar characters in order to uncover the mysteries of the mansion and to escape this strange place.
Click field above or + to read more
Since then I have created countless characters, items and lore pieces for my campaigns. I like to put a lot of thought and effort into the stories of my worlds, even if my players tend to not focus on them. I often take inspiration from my favourite games and movies, but I also try to put my own spin on things to keep things interesting. When I create stories, I prefer to go for a mix of fantastical and fun elements alongside dark and foreboding undertones. The worlds I craft often have multiple storylines from different ages affecting one another. And the players participating in those stories often see only a small fraction of the full picture. If they seek to understand the truth of the world, they must find it for themselves… If any of this sounds interesting to you, here is a fragment of one of my stories:
The Age of Blood
Prologue – Sin and Flames
It is said that many years ago humanity lived in the age of sin. A world where God was forsaken. A time when humans would indulge themselves in greed, anger, lust… Walking away from the light of the Good Father ever so slowly. Until one day through their wretched acts of evil they summoned… Hell. The skies turned red, seas boiled and the earth shattered. And from it’s foul depths crawled forth demons and fiends of unfathomable terror. War, death, misery, all these things brought about by sins of Mankind!
Father Aramaiah’s words echoed throughout the walls of the temple of God, met with silence from the people gathered inside. Only the sounds fire crackling in the distance…
Click field above or + to read more
I am an aspiring game designer with a diploma in Game Design.
Since my childhood, I have loved both video games and board games.
My favorite digital titles include Bloodborne, Sekiro, Monster Hunter World, God of War, Final Fantasy XVI and Claire Obscure: Expedition 33.
When I play games, I don’t simply enjoy their content, but I also try to understand why mechanics and systems were designed in a particular way.
I also greatly enjoy tabletop games and RPGs such as Dungeons and Dragons. I love being a Game Master and creating worlds, characters, magical items, and stories that players can interact with.
I spend a lot of time drawing characters, items, and landscapes, both with a pencil and digitally.
As a Game Designer, I have many skills related to creating games such as designing mechanics, levels, and narrative. I know Unreal Engine well and can work in Unity.
However, the field I currently enjoy the most is creating 3D models and animations.