Concept Artist Visual Development IP Development Worldbuilding Cinematic Environments
A visual development artist building cinematic worlds at the seam of the organic and the engineered — biomechanical creatures, brutalist interiors, and atmospheres that feel inherited rather than invented.
Fedor Katsuba develops original intellectual property and contributes to film, games, and advertising as a concept and key-frame artist. His work focuses on long-form worldbuilding — establishing tone, silhouette, and material language across a project so every shot reads from the same world.
Currently based in Berlin. Available for studio collaboration, IP development, and select freelance commissions worldwide.
KULT is an original IP project set in an underwater universe, where part of humanity has adapted to life in the ocean depths.
The project explores worldbuilding through the design of characters, architecture, interiors, vehicles, and transportation systems, reflecting a fusion of technology and organic forms. Inspired in part by H.R. Giger’s biomechanical aesthetics and enriched with historical references, KULT combines conceptual experimentation with structured design methodology.
Modern approaches to topology optimization are used in the process, creating lightweight yet durable structures adapted to extreme environments. The project is conceived as long-term and continues to expand, developing a consistent and immersive world step by step.
Physical and digital maquettes used to lock proportion, weight and lighting before the matte painting stage.
Habitable wrecks: chapel halls re-cast from boiler rooms; transit corridors threaded with anchored umbilicals; bridge decks fogged by trapped breath.
Portrait studies for the ceremonial cast: reflective armor, elongated crowns, and silhouettes balanced between ritual object and living body. Made with Substance Painter, ZBrush, Blender, and Unreal Engine 5.
Concept of a biomechanical underwater vehicle. Focus on sleek design, release system, and world integration. Made in Blender and Octane Render.
A leviathan-class fleet mother. Living hull, tethered shoals of sub-craft, and a mile-long spine built for slow descent.
Loose paintovers and silhouette passes used to find tone, anatomy and machine language before the cleaner 3D plates.
These early studies track the project before hard-surface precision locked in: broad gestures, value grouping, and fast Photoshop iterations used to discover the ceremonial cast and the hydraline forms.
A flooded collider turned into an accidental greenhouse. Broken ring, soft daylight, invasive growth.
A series of daylight explorations focused on scale, overgrowth, and the relationship between the lone figure, the stranded hydroglide, and the abandoned machine core.
A soft daylight pass through the breached collider chamber, focusing on vegetation, debris, and human scale.
Closer views of the collider shell, the suspended cables, and the stranded transit vehicle embedded in the ruin.
An off-road vehicle concept built around endurance, dust and silence. A single-driver runner for long-range crossings.
A privately commissioned vehicle study focused on long-wheel travel, lightweight armor, and dune-scale stability. The design language stays grounded while pushing the silhouette toward something more mythic.
Open to studio collaboration, IP development, and select freelance commissions. Replies within 48 hours, Berlin time.