Allefer Souza

Allefer Souza

Other than being a brilliant game, one of the reasons Roll 4 MORE Rum stood out to me has to be its stunning art. Kudos to Allefer Souza.

For the very first Artists Behind Games interview, I wanted to learn a little more about the artist behind those visuals: how he found his way into illustration, what shapes his style, what his creative process looks like, and how he sees the changing landscape of game art today.

With that, let’s hear from Allefer!

Tas: Let’s start with you! Tell us a little about yourself and how you found your way into illustration/design, especially within tabletop games?

Allefer: Like many artists, I have always loved drawing since childhood. Because of this, it was not difficult to find an area in which I would have a good fit, which led me to enroll in a design degree program, where I had my first contact with illustration in a professional way. Since then, I have continued to hone my skills through various art-focused courses. Initially, I worked on commissions for D&D and card games (such as Eternal and KeyForge). In late 2024, an opportunity arose to work on my first tabletop game as a solo artist; this has since become my favorite area to work in.

Tas: How would you describe your art style? And what would you say has shaped or influenced it over the years?

Allefer: I would describe it as stylized; I enjoy playing with shapes and creative solutions in different styles that break away from the norm. Other defining elements I bring to my artwork are color and the energy I want each piece to convey. 
 
Over the years, my style has evolved significantly, moving beyond a mere reflection of what I had learned or from references, toward these new, unique approaches that incorporate my own personality, as well as influences from the content I consume and the games I enjoy. 
Allefer Souza
Character process - Roll 4 MORE Rum! (Florian Fiedler)

Tas: When you sit down to create something new, what does your process usually look like from the first idea or sketch to the finished artwork?

Allefer: I believe the best way to begin a project is by first understanding the concept and the message intended to be conveyed. Once that is defined, I move on to gathering references, which is one of the most important stages of the process.  

Following this, I begin creating initial sketches that reflect the previously established concepts. Once the sketches are ready, I hold an alignment meeting with the client before moving to the next phase: selecting the color palette. After the colors are defined and approved, I move on to the final stage, which is the rendering of the artwork.  

I really like this collaborative process with the client, because it is highly effective and reduces major changes as the project progresses.
Art Style - Sora's adventure and Hoar Frost (Personal projects)

Tas: Out of everything you’ve worked on so far, is there a particular project you’re especially proud of?

Allefer: It’s very difficult to choose a favorite project, because for me, it’s not just about delivering beautiful art; I enjoy getting to know the people behind each project and collaborating with intention, adding even more value to the team. However, VIKING RUSH holds a special place in my heart. It was the first project where I was involved in creating 100% of the artistic elements, allowing me to truly immerse myself in the work. I also met incredible people who opened doors for me in this industry and remain my partners to this day. 

Allefer Souza
Artwork process - Viking Rush (Badgers from Mars)

Tas: AI-generated art has become a much bigger conversation lately. As an artist working in tabletop games, how do you personally feel about its increasing presence and where things might be heading?

Allefer: I believe the tabletop gaming community is one of the most humanistic when it comes to AI-generated art. These are real people with a deep passion for their projects; they don’t want art that might look “pretty” but is completely generic. 
 
In other markets, I suspect the audience doesn’t care whether the art was AI-generated and for companies this approach cuts both costs and time, making the market unsustainable for artists who choose not to use such technology. 
 
However, I’ve noticed that games that avoid AI stand out even more, as they possess a level of personality that AI simply cannot deliver. 
Allefer Souza
Die Dracula - Upcoming project

Tas: And finally, if someone wants to follow your work or potentially work with you, where’s the best place to find or reach out to you?

Allefer: You can find me via my social media channels. I am currently working on developing my own games, so I invite you all to follow me and stay tuned for upcoming updates. My previous work is available in my portfolio/ArtStation.

+ Instagram: @allefersouza 
+ Facebook: Allefer Souza 
+ LinkedIn: Allefer Souza 
+ E-mail: allefer.souza@hotmail.com

I’d like to thank PNPTIME; at a time like this, I believe it’s very important for artists to have a voice and get the spotlight. For the people behind the games we love so much. 

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