Today we’d like to introduce you to Bakari Robinson.
Hi Bakari, can you start by introducing yourself? We’d love to learn more about how you got to where you are today?
I was always drawn to things that were dark, psychological, and macabre. I didn’t just want to consume that kind of art—I wanted to build it myself, so I threw myself into learning everything I could about CGI engineering and digital design. I started Macrocosm Studios at the age of 17 years old in the year 2020. Mastering the Tech: I focused on industry-standard software like Autodesk Maya for structural modeling, ZBrush for highly detailed sculpting, and Unreal Engine to bring environments to life.
We all face challenges, but looking back would you describe it as a relatively smooth road?
The road to building Macrocosm Studios and engineering The Dark Entities wasn’t a smooth path. Operating as an independent creator in a highly competitive, tech-heavy field came with intense, invisible challenges. The Technical Grind of Self-TeachingThe High Learning Curve: I didn’t go the traditional school route; I had to figure out complex game pipelines, ZBrush sculpting, and Unreal Industrial-Level Precision: I forced myself to learn the mechanics of industrial design so every bolt, mechanical joint, and fabric tear on my digital assets looked plausibly. The “No Days Off” Mandate: To keep pace with major studios, I had to adopt a brutal, relentless work ethic, trading personal time for late-night programming and rendering sessions
Thanks for sharing that. So, maybe next you can tell us a bit more about your work?
I am a CGI Artist, Game Designer, Concept Artist, and 3D Visual Designer. My entire career is driven by a deep philosophy: being a digital artist is not just about a skillset, but about engineering art that will last for a lifetime and impact generations. Through my company, Macrocosm Studios, I specialize in “Engineering Darkness Into Digital Existence”—taking intense, psychological, and macabre concepts and building them into fully realized digital worlds. Through Macrocosm Studios, I utilize Amazon’s independent publishing infrastructure to bring my technical CGI visions and dark philosophies directly to the public. My published catalog is split into two major bodies of work: my multi-volume flagship CGI franchise and my narrative literature series. What completely separates me from other CGI artists, game designers, and content creators comes down to a mix of strict industrial philosophy, pure operational independence, and absolute world ownership.The Dark Entities Volume I (Launched May 2022): My initial 81-page debut, formatted heavily as a technical “tattoo book” layout to establish my unique, dark visual signature.The Dark Entities Volume II: Standard Edition (June 2023): The second installment expanding on the psychological grip of human mental manipulation.The Dark Entities Volume III: Lead Assassin’s (2024): This volume pivots the franchise forward, introducing five distinct Assassin Occults and their respective occult dimensions.The Dark Entities Volume IV: Dimensions To Hell (2025): A deeper dive into interdimensional lore featuring six distinct hell realms, each built with its own dense layer of digital symbolism.The Dark Entities Volume V. Wrath Of Darkness: Path To Assassins: An ultimate edition release that connects back to Volume III, building out 11 complex Darkness Portal Realms.Upcoming Volumes (2027–2028): I am actively engineering Volume VI: The Lost Ones (slated for April 13, 2027) which introduces a criminal landscape of 10 malevolent gang underworlds, followed by Volume VII: Society Accretion: Contract Killers
What do you like best about our city? What do you like least?
Inspiration to explore different cultures groups. To put in my fictional CGI Artwork. What i dislike is real world problems
Contact Info:
- Website: https://www.macrocosmstudioscgi.dev
- Instagram: https://www.instagram.com/bakari_robinson/reel/DcUsGZYyapA








