About
Shaping Virtual Worlds
My passion for City-Building Games
Chris · Gruny Graphic designer in Bordeaux, asset creator since 2018
Where it all began
My passion for city-builders goes back as far as my earliest gaming memories. In 1989, with SimCity, I was a kid already captivated by this dizzying idea: starting from nothing, laying down the first roads, watching a city emerge, breathe, grow… and sometimes collapse. This total creative freedom, combined with an almost organic logic, has never left me.
I grew up with management games. Theme Park, RollerCoaster Tycoon, Transport Tycoon, Cities XL, Planet Coaster, Transport Fever… They all shared one thing in common: they gave me the feeling of building believable, living worlds. What has always fascinated me is not numbers or scores, but details: population flows, intersecting transport networks, neighborhoods slowly evolving. That’s where the magic happens.
- 1989 SimCity, the spark
- 2015 Cities: Skylines and custom assets
- 2018 My first assets as Gruny
- Today Packs with Paradox & Iceflake
From three cubes to a style
In 2015, Cities: Skylines marked a real turning point. I discovered the power of custom assets. I realized that a well-designed building, a familiar facade, carefully placed greenery could transform a purely functional district into a place with identity. A city was no longer just efficient — it could tell a story. From that moment on, creating my own assets became an obvious next step.
In real life, my name is Chris, a graphic designer based in Bordeaux. In Cities: Skylines, I’m mostly known under the name Gruny. I started creating assets in 2018, very modestly: three cubes, a flat roof, simple small shops designed to integrate easily into existing cities. Nothing spectacular. And yet, the community responded. I received feedback, advice, support. I learned, improved, refined my eye. Above all, I felt immense satisfaction seeing my creations appear in players’ cities.
Over time, my work evolved. My style became more defined, with a strong affinity for suburban environments and a clearly asserted French touch. I gained technical rigor, higher standards, and a sharper sense of detail. Each asset became a balance between credibility, readability, and identity. The greatest reward remains the same: seeing these creations come to life in the hands of players from around the world.
Working with the studio
Today, I’m fortunate to collaborate more directly with Iceflake Studios and Paradox Interactive. I took part in the French and Dutch regional packs alongside Rev0, Geze, Feinbold, and Jerenable, and I authored the Leisure Venues pack. These projects allowed me to fully grasp the complexity of Cities: Skylines 2, understand its constraints and subtleties, and push even further in terms of precision and consistency.
My goal
At its core, my goal has never changed. I want to create assets that allow everyone to build cities that reflect who they are: credible, vibrant, and human. Cities where every detail matters — because those details are precisely what make a virtual world feel, even briefly, almost real.
— Gruny