
Introduction
My name is Metin Seven. I'm a Dutch illustrator and digital sculptor with long-standing experience in various design disciplines. Read on for more information, or proceed to the Works section for examples…
Game developer
Emerging from the 1980s Commodore 64 and Amiga demo scene as a youngster, I was among the earliest game developers in the Netherlands, creating 16-bit games and music editors with two partners.
Starting in the pre-internet era, we traveled to the UK and Germany to visit computer shows and approach publishers. Our productions were published worldwide on diskettes, and received positively by international game magazines, such as The One (UK) and Amiga World (USA). Titles include Hoi and Clockwiser. Platforms include Amiga, CD32 console, MS-DOS and Windows. Among our publishers was the British Thalamus, known from classic Commodore 64 games. More info can be found in the Team Hoi game developers section of my links page.
Magazine author and editor
In 1989, while still in college, I became a columnist and reviewer of games, applications and hardware for Amiga Magazine, the only printed magazine for Amiga computer users in the Netherlands and Belgium. After graduating, I worked as an editor at Amiga Magazine's publisher, Divo.
All issues of Amiga Magazine can be found in my Internet Archive. When Amiga Magazine was discontinued following the demise of Commodore, I continued writing for Dutch computer magazines, such as PC Magazine and PC-Active magazine.
TV show animator
In 1990 I began working as a freelancer in the Amsterdam-based studio of the Comic House illustration and animation agency, while continuing to work on games in my spare time. At Comic House I worked on game graphics, animation for commercials and an animated children's television series titled Mannetje & Mannetje (VPRO), featuring two well-known Dutch comic creators: Peter de Wit and Hanco Kolk. The series was created entirely digitally, which was a novelty at the time.
In the decade that followed, I created a variety of graphics and animations for games and television, including another children's TV series: TattleToons, again for VPRO. TattleToons was the world's first TV series where kids could interactively influence the story development via internet, and was featured in the March 2001 issue of Time Magazine as a pioneering interactive television project. In the same year Tattletoons won an EMMA television and multimedia award at the Milia festival in Cannes.
Web developer
In 1995 I had the opportunity to establish a semi-independent game development division at the Dutch Valkieser multimedia company, together with a partner. We named it The Games Department, and started creating a Windows platform game called Moon Child. During Moon Child development, the World Wide Web was emerging, and I used HTML and JavaScript to create a website for The Games Department. Web development remained one of my activities. When Moon Child was about to be published on CD-ROM in 1997, I created a promotional site with Macromedia Flash 1.0.
3D illustrator and cartoonist
In the late 1990s my work transitioned from pixel art to 3D graphics for CD-ROM games and applications. I returned to freelancing, using my one-man company name Seven's Heaven as an alias. Being an avid 3D Studio Max user at the time, I was the only Dutch member of Discreet's core Max alpha / beta testing team, contributed artwork to the printed Max manual, and wrote a widely adopted MaxScript for V-Ray 3D renderer workflow improvement, titled The VRay Automator.
Around 2000 I started creating 3D illustrations in various styles for a range of printed magazines and newspapers. Additionally, in the mid-2000s I became a news cartoonist for the Dutch national newspaper NRC.next and the national news site NU.nl. According to the public NU.nl statistics at the time, the cartoons were sometimes viewed around 70,000 times a day, and the NRC.next newspaper reached more than 300,000 Dutch and Flemish readers each day.
Comic creator and toy designer
In the course of time I had the honor to work together with a number of well-known Dutch comic artists, providing computer artwork or digitally retouching their artwork. Among those projects were multiple cooperations with Peter Pontiac, a 3D version of Peter de Wit's Sigmund comic strip for the Volkskrant newspaper, 3D models of the Fokke & Sukke cartoon characters for Jean-Marc van Tol, and the creation of computer graphics for the Storm comic album The Genesis Formula (1995), in cooperation with Martin Lodewijk.
In the mid-2000s I created a cartoon-style 3D comic strip series about a Scottish sheep: Seamour Sheep. The comic was published in the NRC.next newspaper, and vinyl toys and USB lamps were derived from the characters, manufactured in Hong Kong. The products were exhibited at Asian toy expositions (Dimension 2007 in Hong Kong, Taipei Toy Fair 2008) and sold in designer vinyl toy stores around the world. In January 2009, the Seamour Sheep comic became a finalist in a comic strip competition issued by the Dutch national newspaper De Pers.
Subsequently, my work shifted to 3D modeling and visualization jobs for toy producers in the 2010s. Projects included 3D toy figure sculpting of Minions and Spies in Disguise animation characters for supermarket promotion campaigns.
Blender journalist and Technical Artist
In 2018 I started writing for Blender Nation, a news platform dedicated to the open source graphics creation tool Blender. Following that, I worked as a Technical Artist for the Blender Foundation in the early 2020s. My activities included the creation of a Cycles 3D renderer demonstration and benchmark scene titled Monster Under the Bed, feature demo scene administration, asset creation and collection, Blender.org site co-maintenance, Blender wiki co-maintenance, feature testing, bug reporting and reproduction, Blender Developer Talk forum moderation, establishing communication between the Blender community and developers, and various assisting tasks.
SDF 3D advocate
Nowadays, I enjoy contributing to the development and promotion of SDF 3D applications. SDF stands for Signed Distance Fields, a volume-oriented 3D modeling method that offers more creative freedom than polygonal modeling or NURBS-based solid modeling. Next to this, I love returning to my old passion of creating stylized 2D graphics, including pixel art.
Languages
I speak English fluently. Nederlands is mijn moedertaal. Ich kann einigermaßen gut Deutsch sprechen. Je parle un peu français.
Favorite music
My music taste is broad, but here are some of my favorite genres and artists…
| Ambient | Chiptune | Classical | Electronic | Moody | Nostalgic | Rock |
|---|---|---|---|---|---|---|
| Aphex Twin | Martin Galway | Beethoven | Air | Agnes Obel | Elvis Presley | Nine Inch Nails |
| Biosphere | Ramon Braumuller | Chopin | Depeche Mode | Enya | Fred Neil | Nirvana |
| Forest Management | Rob Hubbard | Danny Elfman | Jean-Michel Jarre | Ethel Cain | Johnny Cash | Pink Floyd |
| Gas (Wolfgang Voigt) | Tamayo Kawamoto | Erik Satie | Nils Frahm | Grouper | Nick Drake | Radiohead |
| Loscil | Tim Follin | Philip Glass | Polo & Pan | The Moon and the Melodies | The Doors | Rage Against The Machine |
| Marconi Union | Yuzo Koshiro | Saint-Saëns | Trentemøller | This Mortal Coil | Wim Sonneveld | Triggerfinger |
Favorite games
My favorite platforms and titles from decades of gaming…
| Arcade | Atari 2600 | ColecoVision | Commodore 64 | Amiga | Megadrive | Quest VR |
|---|---|---|---|---|---|---|
| Daytona USA | Atlantis | Donkey Kong Jr. | Bounder | Battle Squadron | Forgotten Worlds | Beat Saber |
| Ms. Pac-Man | Defender | Miner 2049er | Bruce Lee | Hybris | Ghouls 'n' Ghosts | Golden Gloves |
| Operation Thunderbolt | Enduro | Mouse Trap | Henry's House | Marble Madness | Golden Axe | Les Mills Bodycombat |
| Out Run | Pitfall | Smurf | Space Taxi | Speedball | Sonic the Hedgehog (1 + 2) | Pistol Whip |
| Pengo | Pitfall II | Turbo | The Goonies | Stunt Car Racer | Streets of Rage series | Superhot |
| Time Pilot | Vanguard | Zaxxon | Zorro | The Faery Tale Adventure | The Revenge of Shinobi | Synth Riders |
Favorite comics and comic artists
My favorite comics mainly consist of old school titles and artists, as I regret to admit that I haven't read comic books in quite some years…
| Adventure | Drama | Fantasy / Sci-Fi | Horror | Humor | Superheroes |
|---|---|---|---|---|---|
| Blake and Mortimer | Arkham Asylum (Batman) | 1984 (magazine) | Bernie Wrightson (artist) | Calvin & Hobbes | Batman |
| Spirou et Fantasio | Batman: The Killing Joke | Lobo | Charles Burns (artist) | Gaston (Franquin) | Cloak and Dagger |
| The Smurfs | Cages | Mœbius (artist) | Creepy (magazine) | Mad (magazine) | Moon Knight |
| Tintin | Mr. Punch | Philémon | Eerie (magazine) | Robert Crumb (artist) | Spider-Man |
| Yves Chaland (artist) | Signal to Noise | The Sandman | Tales from the Crypt | Sigmund | Todd McFarlane (artist) |
Favorite films
My favorite films and lots of short reviews can be found on Letterboxd.
My thoughts on generative "AI"
I'm glad generative artificial "intelligence" was not a thing yet during the vast majority of my career. A number of realizations arose while exploring generative Large Language Models…
I'm not against positive applications of Machine Learning, such as finding patterns and anomalies in large data sets to improve medical science and weather forecasts. I also welcome useful ML tools that merely aid your own work, such as denoising models that allow to reach a proper 3D rendering result in less time, as long as the ML models are efficient and local.
Email or call