×
Zoom
 
close x
Horrific Render Contest 5 – $3,800 In Prizes – Ends October 31st»  click for contest rules and prizes  «
3D BLOG/INTERVIEWS/INSIDE SANDSTORM STUDIO: AN EXCLUSIVE INTERVIEW WITH CEO MANIACARTA

Inside Sandstorm Studio: An Exclusive Interview with CEO Maniacarta

Mar 16, 2025
2 Likes
3 Comments3

Article by Filip Radivojevic

RenderHub recently had the opportunity to interview Maniacarta, the talented CEO of Sandstorm Studio, a Tokyo-based creative studio known for pushing the boundaries of digital art and CG production. In this in-depth interview, Maniacarta shares her journey, the challenges she faced, and her vision for transforming the world of character design, game production, and animation. Join us as she shares her passion and innovation at Sandstorm, offering a rare glimpse into what it takes to make a mark in the CG industry.

Introduction & Foundation

1. Can you tell us about the origins of Sandstorm Studio? How did the studio come to be, and what was the initial vision behind it?

How do I start here? I've always had a passion for manga, animation, robots, and Japanese culture, which became my gateway to where I am today. I remember my first artwork as a child, it was of Goku and Vegeta from Dragon Ball. Since then, this beautiful fantasy world inspired me to explore a new realm, a place where I felt a deep imagination thrived - Japan.

As I grew, I began to develop my own skills and techniques, aiming to create a unique style rather than imitate others. Seeing talented artists produce beautiful projects and visuals inspired me to forge my own path, something Id never attempted before. This journey led me to choose Japan as my destination, a country rich in creativity and visionaries, and where real challenges await. Sure, I could have chosen another place, started a business, made money, and settled down, but that wasn't my story. I wanted something unreachable, something that felt like it would take an army to achieve. Yet, I accomplished it on my own.

This is where Sandstorm came into being. The name itself sand and storm isn't random, it carries meaning. Although I cant reveal everything, I can offer a hint. The company logo is a dragon and its black, white, and red. Imagine a dragon in deep slumber. While it rests, a powerful potential lies within, waiting to be awakened. Now, picture what would happen if it sensed your presence or felt a slight disturbance, like the prick of a needle. That's what Sandstorm is all about.

At Sandstorm, we can create anything, and I mean anything. We aren't limited to one direction, we can adapt, innovate, and deliver exceptional results. What you currently see on social media is just 10% of Sandstorms potential. This vision has been my plan since the company's founding.

Sandstorm Studio
Sandstorm Workstation

2. What inspired the name "Sandstorm"? Is there a particular story or meaning behind it?

There is so much talent in the world, and challenges are what help us grow and develop. When I created Sandstorm, I knew I would face fierce competition, a kind that would feel almost unbeatable, like something you'd need an army to overcome. But I was prepared to tackle it on my own. I created a puzzle, a maze that no one could decipher, and that became the foundation of Sandstorm. This pillar marked the start of my adventure. If I revealed everything from the beginning, where would the thrill be? My strategy was to show only 10% of my true vision as an artist. I knew I would face significant challenges, especially in Japan, and that it would be incredibly tough. That's also why I wanted Sandstorm to be based in the heart of Akihabara, where games and anime thrive.

As for Sandstorm, imagine a dragon sleeping peacefully on the outside, but building something deep and mysterious within. And when it finally awakens, it spreads its wings and breathes, turning everything to dust. That's my company.

Perhaps I'm exaggerating in my interpretation, but that's truly how I see it. This has been my goal from the start, and I'm on the path to achieving it with the dedication and commitment of other passionate artists from around the world.

Dragon
Dragon Eye

Team & Internal Structure

3. Could you give us an overview of your current team? How many people work at Sandstorm, and what roles do they play?

Regarding my team, you might think Im joking, but Im not. My team consists of myself and a group of freelancers I gathered from ArtStation. Some have stayed with me, while others have moved on. Since I was handling everything myself, I wanted to give other artists a chance to collaborate so we could combine our skills and ideas to create something fresh. Thats exactly what I did. I brought together many passionate artists. Some projects worked out, and some didnt, but Im proud of each one of them. Their passion is something rare, and I feel fortunate to have found it.

The foundation Ive built for the company has only grown stronger with their help and their love for games and art. Together, were creating an army of Blender artists with a deep passion, bringing new imagery and creativity to the world.

Sandstorm Discord 1
Sandstorm Discord 2
Sandstorm Discord 3

4. How do you structure your teams internally for different projects? Do you have specialized departments, or do teams work more fluidly across projects?

We use Discord exclusively for communication. There are no formal departments, as I've gathered artists from all over the world. These are artists who haven't yet had the chance to work for big companies, artists with only 20 to 200 followers on ArtStation. I chose them for their passion because I saw that spark of growth in each one of them. That's why I brought them to Sandstorm: to provide them with education, to teach them valuable skills and techniques, and to show them how to enjoy creating without rigid rules. Its about the freedom to express themselves as passionate artists.

Sandstorm Discord 4
Sandstorm Discord 5

Workflow & Tools

5. Can you walk us through your typical workflow for a CG project? From concept to final render, what are the key stages?

Everything starts with a mood board. It gives me direction and a clear vision of where I'm heading. After that, a model sheet is essential for developing the concept visual I want to create in CG. Once the model sheet is ready, I move forward with production based on it. However, sometimes I work without any concept design, assembling pieces like a puzzle or Lego set until the final design emerges. That's my main workflow.

When working with clients and game studios, the mood board and model sheet become especially important. They are key elements for any CGI production, whether its characters, creatures, environments or previs cinematics.

CGI production 01
CGI production 02
CGI production 03
CGI production 04
CGI production 05
CGI production 06
CGI production 07
CGI production 08
CGI production 09
CGI production 10

6. What tools and software do you rely on the most in your production pipeline? Are there any specific features of Blender or other software that you find particularly effective?

I think everyone knows that my main tool is Blender, and I will never change this workflow, as its been the foundation for developing my skills and discovering unique techniques to achieve any production I want. The issue is that some people get uneasy when you mention Blender because most are used to Maya, 3ds Max, or Cinema 4D. These are great tools widely used by game studios, but in my opinion, Blender can surpass them all. Blender is an incredibly powerful tool. Once you start using it, you don't want to stop.

I could spend days explaining why I chose Blender, but in short, switching to Blender transforms the speed and creativity of your work in ways that can change your direction entirely. Its challenging for others to accept that one software could replace everything they've learned before, so they're hesitant to switch. But trust me, once you make the switch, there's no going back. And its free, what more could you ask for?

At Sandstorm, we've also developed techniques that rely 100% on Blender and Unreal Engine for character animation, rigging, creature design, and more. We use workflows like GoZ, which are essential for efficiently exporting assets to Unreal. We also use ZBrush, Marvelous Designer, Substance Painter, Knald, 3D Coat, Faceform, and many other tools, but sometimes I prefer to stick with one tool that can handle everything before moving to production in Unreal and Blender. This is especially true because of Blenders lookdev and real-time rendering capabilities.

With the new Eevee system, its clear where this powerful software is heading.

CGI production 11
CGI production 12
CGI production 13
CGI production 14
CGI production 15
CGI production 16
CGI production 17
CGI production 18
CGI production 19
CGI production 20
CGI production 21
CGI production 22
CGI production 23
CGI production 24
CGI production 25
CGI production 26
CGI production 27
CGI production 28
CGI production 29
CGI production 30
CGI production 31
CGI production 32
CGI production 33
CGI production 34
CGI production 35
CGI production 36
CGI production 37

Notable Projects

7. Could you highlight some of your most notable projects? Which major clients or productions have you worked with, and what was your role in those projects?

Since founding Sandstorm, I've worked with many clients from Japan and overseas. They frequently contact me for collaborations, especially startup companies.

There was a game project in which I handled all character production. I cant share too many details, as I don't want to risk any leaks. For this production, I managed all character design visuals and production using Blender. It was a rewarding experience working with this client, whom I greatly respect. Their company trusted my skills and techniques, and we worked together for two years. When people see the final results, they might assume a large team was behind the project, but I was the only one who created it.

This experience inspired me to hire passionate artists worldwide as Sandstorm grew. Given my deep passion for character design, especially dark, atmospheric themes, I chose to invest my time and skills in training other artists I found on ArtStation.

I've also been involved in digital human production and asset development for games, including Final Fantasy: Ever Crisis, visual effects for Valkyrie Profile, and several ongoing projects I cant name due to confidentiality.

Final Fantasy: Ever Crisis 01
Final Fantasy: Ever Crisis 02
Final Fantasy: Ever Crisis 03
Final Fantasy: Ever Crisis 04
Final Fantasy: Ever Crisis 05
Final Fantasy: Ever Crisis 06

8. Is there a particular project that stands out to you as being especially challenging or rewarding? What lessons did you take away from that experience?

To be honest, in every project I've worked on, whether for clients or my own creations, I still feel I haven't reached the level of mastery I'm aiming for, as I'm always striving to achieve more. Of course, each project brings its own challenges, and without that challenge, where's the fun?

Each time I develop a project, I feel something is missing. Since Blender's technology is constantly evolving, especially in areas like hair grooming, many of my previous projects felt slightly off, even if others liked them. However, with the release of Blender 4.3, I can finally say I've achieved the real-time quality I was looking for. Ill be revealing some sneak peeks of it soon.

Final Fantasy: Ever Crisis 07
Final Fantasy: Ever Crisis 08
Final Fantasy: Ever Crisis 09
Final Fantasy: Ever Crisis 10
Final Fantasy: Ever Crisis 11

Artistic & Technical Vision

9. Sandstorm is known for its cutting-edge character production work. What distinguishes your approach to character creation and animation from other studios?

Hearing my company described as a cutting-edge character production studio is an honor, especially considering the many talented studios worldwide, each with its own artistic touch and creative direction.

I can say that my primary tool for character production is Blender, which sets us apart from other studios. Beyond that, I have deep respect for every artist and studio in this field. I believe there are studios that achieve higher quality and visuals than we currently do, but thank you for the compliment. Were constantly focused on bringing new technology into our work, with Blender as our main tool. Because of this, every artist in my company is a dedicated Blender artist.

I also took on the challenge of building both of my company's websites myself, as the site is essential to our identity. Feel free to visit both sites. The first one was created on Wix, but due to Wix's issues and bugs, I decided to learn WordPress and coding to develop my second website. Mobile user experience is a crucial element for us, and I'm still refining it to add more functionality and interesting features, which will be coming soon.

Final Fantasy: Ever Crisis 12
Final Fantasy: Ever Crisis 13
Final Fantasy: Ever Crisis 14
Final Fantasy: Ever Crisis 15
Final Fantasy: Ever Crisis 16
Final Fantasy: Ever Crisis 17
Final Fantasy: Ever Crisis 18
Final Fantasy: Ever Crisis 19
Final Fantasy: Ever Crisis 20
Final Fantasy: Ever Crisis 21
Final Fantasy: Ever Crisis 22
The World Newswire Article
Tokyo Daily Sun Article

10. How do you balance creativity with technical precision when working on client projects? Do you find clients give you a lot of creative freedom?

When a client reaches out to me, they know they can trust my work because of what I deliver. I have encountered some challenges with certain clients, often due to issues with their management or misaligned creative directions. There are many details I cant go into, but these situations are normal. Art is an educational process, and even if there are missteps, each experience provides valuable lessons and a learning curve to achieve better results.

Working with my clients gives me the freedom to develop their visuals, but as they say, "the client is king." So, despite the skills I bring, the client's needs are always the priority. Mutual collaboration and respect are essential for successful business growth.

Production Stages

11. How do you approach pre-production, including concept art, storyboarding, and asset creation?

Before I start any pre-production, I already have a clear vision of how the final image will appear on the screen. This allows me to easily create an organized hierarchy and workflow to bring my ideas to life.

This year, I wanted to test my own creative thinking and vision by collaborating with other passionate artists. The results and outcomes exceeded my expectations, and after this experience, I'm confident we can bring something impactful to the gaming and CGI production markets in the future.

12. Could you describe your post-production process? How much emphasis do you place on compositing, color grading, or other finishing touches?

This part is my favorite because it's the one I envisioned from the very beginning of pre-production. I already had the final product in my mind. It was just about finding the right way to enhance it with the finishing touch I was aiming for.

Industry Trends & Future Vision

13. What emerging trends or technologies in the CG industry are you most excited about? Are there any you're currently experimenting with or plan to adopt?

This is a great question, and I'm happy to say that AI technology has introduced a new way of thinking and a level of creative imagination that didn't exist before. AI technology is becoming a key tool to accelerate creativity and enhance imagination.

Our goal is to expand AI, digital human creation, and AAA character production to build new worlds and values for the future. By combining AI with various CG tools and techniques, we aim to bring forth ideas and imaginations that were previously out of reach.

Excited by these times, we believe AI models will address a wide range of business challenges and create unprecedented value. By harnessing imaginative models and virtual universes, AI can help shape a new atmosphere and futuristic world.

AI model 01
AI model 02
AI model 03
AI model 04
AI model 05

14. What's next for Sandstorm Studio? Do you have any upcoming projects or long-term goals that you'd like to share?

Yes, we have several projects already in production, but we can't reveal any specifics or visuals just yet. All I can share is that we are developing three IP projects: a Dark Fantasy game, a Cyberpunk game, and a Cel-shaded game. The entire production and pipeline use Blender and Unreal Engine, though we may integrate Unity for mobile. Our main focus, however, is on creating a AAA RPG for the next generation of consoles.

That's why I established a new studio in Tokyo and invested in gathering the most talented and passionate artists from Japan and around the world, raising significant capital to develop games with our unique touch and vision. Our goal is to bring a fresh and distinct style to gaming that our company will proudly share with the world in the future.

Tokyo Studio 01
Tokyo Studio 02
Tokyo Studio 03
Tokyo Studio 05
Tokyo Studio 04
Tokyo Studio 06
Tokyo Studio 07
Tokyo Studio 08
Tokyo Studio 09
Tokyo Studio 10
Tokyo Studio 11

Advice & Insights

15. What advice would you give to aspiring CG artists or small studios looking to establish themselves in the industry?

Based on my experience, if you have a dream or a goal you want to reach, go and pursue it. It's as simple as that. But its not as easy as it may seem because behind every goal lies a sacrifice. You may find yourself alone, without the support of friends or family, as you pursue something only you can fully understand.

Its worth trying, without fearing failure. You need to fail, not just once or twice. Failure is essential for growth and development. Failure shows you what went wrong and how to fix it. It teaches you the secrets, techniques, and skills to manage yourself, understand your competition, and ultimately create something that seems like magic to others.

For any startup studio looking to establish itself in the industry, the first lesson is to learn how to fail, and to fail hard, so you understand what went wrong. Your competitors were once in the same position, maybe even worse, yet they persevered. There's no magic formula, just hard work, sacrifice, and passion for what you do. With time, you'll develop your own identity, and that will be the foundation on which you grow and establish yourself in the industry. Once you've built that foundation, the path to entering the market and standing out among the competition will become much clearer.

Competition is like playing Monopoly, without it, everything feels dull. If you have the courage to face it, you'll learn so much, and the road to success will reveal itself. When you wonder how others reached their level of success, remember that they got there through sacrifices and failures.

16. What do you believe are the most important skills for success in the CG industry, both on the creative and technical sides?

Passion and failure are the most important key factors for growth in the CG industry. Failure is the real secret behind anyone's development because it builds a resilience and skill set that others can never fully understand.

So fail, and get back up quickly, fail again, and rise even stronger, until you reach a point where failure no longer holds you back.

Our artistic journey is an adventure in education and self-discovery. With each experience, you'll learn things that were once hidden from view. But once you reach that understanding, everything becomes clearer, and the path to success gradually reveals itself.

I would like to thank RenderHub for the opportunity to share my experiences and journey. I hope others who want to establish their own studios among the competition find joy in the process, never give up, and build a system and a maze that no one can overcome.


Subscribe

artist
mrtauredSun, Mar 16, 2025
Account Closed
I still prefer the everyday hobbyists. We make the world go round. You're welcome!!
smixagesTue, Apr 15, 2025
Karma: 123
Something about this feels like really fake, tech broish hyping.  Youre a "major awesome amazing company" but not a single pic of the head of the studio? Thats sketch af. Why the massive amount of AI??? All of these models are "the standard" korean "pretty young sex doll" template you see at nexon, like wheres your range? I can find the same "I never moved out of my teenage goth faze of black metal, razored hair and skimpy armor" on most Korean artstation profiles. Feels scammy like "studios" that steal indie games and rereleases them.
PiliaSat, May 17, 2025
Karma: 100
Please refrain from making assumptions about the company without proper knowledge. I have personally visited the studio, and I kindly ask that you speak based on facts.
 If inappropriate behavior toward Sandstorm continues, I may have to report it.
Close WindowRenderHub Login

Show Password

Reset password
Create Account