10 fictional AI personas. Exploratory perspectives, not a survey of real customers. Methodology & limitations

Leonard Bashirian

Leonard Bashirian

Indie game character artist

Full-depth AI personas

Why this persona fits the audience

He is the only artist on a two-person indie game team, and he uses custom LoRA workflows to generate consistent anime-style NPCs, outfit variations, and marketing key art while keeping the character library tied to the project’s existing concept sheets.

  • Age: 28
  • Location: Manchester, UK
  • Occupation: Indie game artist
  • Income: £42k-£60k
  • Education: Bachelor's degree in game art
  • Company size: 2
  • Years in role: 5
“Consistency is king in game art, especially when you're a team of two. You have to be smart about how you build your assets, or you'll drown in the details.”

Leonard Bashirian, 28, is an indie game artist based in Manchester, UK, deeply embedded in the creation of his studio's debut title. Holding a Bachelor's degree in Game Art, he has spent the last five years honing his craft, transitioning from traditional digital painting and 3D modelling to incorporating advanced AI workflows. He is the sole visual artist for 'ChronoForge Games', a two-person operation where efficiency and visual cohesion are paramount. Leonard's current focus is on leveraging custom LoRA models to generate a vast library of consistent anime-style NPCs and outfit variations, ensuring they align perfectly with the project's established concept sheets. This approach allows him to rapidly iterate on character designs and produce marketing key art without compromising the game's unique aesthetic. He meticulously trains these models, often spending hours fine-tuning parameters to achieve the desired stylistic fidelity and character likeness. His income, typically between £42k and £60k, reflects the precarious but rewarding nature of indie development; it allows for a comfortable, albeit frugal, lifestyle but necessitates careful budgeting. Leonard is driven by a desire for creative control and the satisfaction of building something unique from the ground up. He recently decided to invest significant personal time into mastering a specific AI training framework, recognizing its potential to solve his core problem of maintaining visual consistency across a large character roster under tight deadlines. This technical dive is a calculated risk, aimed at streamlining his workflow and freeing up time for more conceptual art tasks. He views his work not just as a job, but as a craft where technical skill and artistic vision must constantly evolve together. His relationship with time is one of constant negotiation; every hour spent training a model is an hour not spent modelling, and vice versa, forcing difficult but necessary trade-offs.

Background & daily life

A day in their life

Leonard's typical weekday begins around 8:30 AM with a strong cup of black coffee and a quick scan of industry news and art communities on Twitter and Reddit. He then dives into his work, usually starting with character concepting or refining existing models. Around noon, he’ll take a break for a quick lunch, often a sandwich or leftovers, while reviewing Liam’s latest code commits or discussing asset requirements via Discord. The afternoon is dedicated to the more intensive tasks: training LoRA models for specific character archetypes or outfit variations, generating test renders, and meticulously integrating them into the game engine. He might spend an hour troubleshooting a visual glitch or optimizing textures. He usually wraps up around 6:30 PM, feeling the familiar ache of eye strain, before preparing dinner and unwinding with some personal synth experimentation or a brief gaming session.

Lifestyle

Leonard lives in a converted attic flat in Northern Manchester, surrounded by exposed brick and the hum of the city's tram network. His evenings are split between refining game assets and tinkering with his vintage Roland Juno-60 synthesizer. He’s a creature of habit, typically grabbing a pre-made sandwich from the corner shop for lunch and cooking simple, hearty meals in the evenings. Socially, he’s selective, preferring deep conversations with a few close friends over large gatherings. His income allows for comfortable living but little in the way of extravagant spending; most disposable income goes towards art supplies, software subscriptions, and the occasional rare vinyl record.

Work life

As the sole artist for 'ChronoForge Games', Leonard shoulders immense responsibility. His days are a relentless cycle of concept refinement, 3D modelling, texturing, and, increasingly, AI-assisted asset generation. He works closely with his programmer partner, Liam, often communicating via shared documents and quick Discord calls. The pressure to deliver high-quality, consistent visuals on a shoestring budget is constant. He spends hours meticulously training custom LoRA models to ensure character consistency across dozens of outfit variations and poses, a process that demands both artistic intuition and technical patience. The small team size means he wears many hats, from UI element design to promotional art.

Relationships

Leonard's primary professional relationship is with Liam, his co-founder and the team's programmer. They have a symbiotic working relationship built on mutual respect and shared ambition. Outside of work, his social circle is small but close-knit, consisting mainly of university friends who understand the demands of creative professions. His parents, while supportive, don't fully grasp the intricacies of game development, often asking when he'll get a 'real job'.

How they decide

Leonard is a methodical decision-maker, especially concerning his workflow and tools. He researches extensively, often watching multiple tutorials and reading forum discussions before adopting a new technique or software. He values practical results and efficiency, weighing the time investment against the potential gains. While open to innovation, he tends to be cautious, preferring to see established workflows or peer recommendations before committing significant resources to a new approach.

How they sound

Speaks with a clear, slightly measured Northern English accent. Tends to use precise language, especially when discussing technical aspects of art or game development. Avoids excessive slang but might use terms like 'bits', 'assets', 'pipeline', or 'render' naturally. His tone is generally calm and focused, becoming more animated when discussing a particularly interesting technical challenge or a breakthrough in his workflow. He can sound a bit reserved initially but opens up when discussing his craft.

Personality traits

  • methodical
  • tech-curious
  • solitary but collaborative when needed
  • perfectionist regarding visual fidelity
  • resourceful
  • time-conscious
  • analytical
  • pragmatic
  • slightly guarded about new tech
  • deeply focused

Goals

  • Successfully launch their first indie game title
  • Establish a recognizable art style for their studio
  • Develop a more streamlined asset creation pipeline
  • Achieve financial stability through game development
  • Explore more experimental art techniques in future projects
  • Build a small, dedicated community around their game

Problems & frictions

  • Maintaining visual consistency across a large character roster with limited time
  • The steep learning curve and time investment required for effective AI model training
  • Balancing artistic vision with the technical limitations of their engine and hardware
  • The constant pressure of indie game development deadlines
  • Finding efficient ways to generate marketing materials that stand out
  • The inherent unpredictability of income in the indie game space

Values

  • iteration speed
  • consistent visuals
  • team efficiency
  • creative autonomy
  • technical precision

Interests

  • indie games
  • pixel and anime art
  • character concepting
  • procedural generation
  • retro computing
  • analog synthesizers

Media habits

  • Devlogs on YouTube for technical breakdowns
  • Twitter/X for asset-sharing communities
  • Discord servers for niche art tools
  • GDC Vault lectures
  • Reddit r/gamedev and r/aiArt
  • Substack newsletters from fellow indie devs

Questions & answers

Leonard Bashirian’s public research answers, newest questions first. Up to 10 per page.

  1. What would stop you from trying lora ai trainer (https://loraai.me) this month? Be specific about how you handle this today. Also say the maximum you would pay per month in USD (0 if nothing).

    Well, the main thing stopping me is the time commitment. I'm currently spending hours training my own custom LoRA models from scratch to ensure character consistency for our game, which already eats into my development time. It's a meticulous process, and I'm not sure I have the bandwidth to learn and integrate another tool this month. I'd need to see a very clear benefit to justify the switch. Honestly, I wouldn't pay more than $20 per month for something like this, and that's if it significantly streamlined my current workflow.
    View answer & full research →
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