Interior art - Monte Cook Games / Predation

Interior artwork for the Predation book by Monte Cook Games that came out a couple of days ago. I was experimenting a little with my process for these to mixed results but I had fun getting to paint dinosaurs.

Interior art - Monte Cook Games / Numenera Bestiary 2

Interior artwork for the new Numenera: Bestiary 2 that came out a couple of days ago. Had a lot of fun figuring out the 2-page spread triptych piece.

I also did a few new creature and robot illustrations for it. The Kelrusan was a bit of a challenge.

Mining tool - Undisclosed project/GameCo Studios

Final prop design for an undisclosed project back in 2015. Out of all the designs I ended up doing for it, this was the only one I used a 3D block-out model for provided by the client.

The 'jaws' were based on the earlier Disch Thrower design, I just beefed them up and added the blue 'bumpers' on the front -presumably the user would push it against the rock and then engage the plasma canon.

Shotgun - Undisclosed project/GameCo Studios

Another improvised weapon design I did for an undisclosed project. A one handed, double barreled, airpowered shotgun cobbled together from spare parts.

This design went through a lengthier process than most of the others, I think partially because the initial brief called for some tricky solutions -shotguns are inherently not designed for one handed use, or be powered by compressed air- and partially because the quick reload concept proved difficult to animate in-game. It went through several different ideas and I am not entirely sure what we ended up going with. My personal favorite was the above idea, but I believe we ended up ditching it for something simpler.

Crossbow - Undisclosed project/GameCo Studios

Weapon design I did for an undisclosed project a few years ago. Again, it is supposed be put together from spare parts and ransacked machinery but in a professional manner.

Out of all the designs I got to do for this project I think this one is my favorite. The brief was fairly open and called for a novel operating mechanism, and since it's a crossbow most of it would be out in the open rather than internal. The automatic reload mod went through a few stages, and sadly I had to drop the Bladerunner-style grip though admittedly the simpler one works better in the end.

Nail gun - Undisclosed project/GameCo Studios

Prop/weapon design. This was the first design I got to work on for this project and as such a lot of time was spend on ironing out the process and communication.

The very first step in the process was doing a bunch of silhouette thumbnails. I generally much prefer to dive into sketches right away rather than doing flat silhouettes, so on the later designs I ditched this approach.

Welding Torch - Undisclosed project/GameCo Studios

Another tool design, same project. The in-game fix all tool. The design itself was rather basic but I had fun rendering out the different materials on this one.

Disc Grinder - Undisclosed project/GameCo Studios

Prop design I did for an undisclosed project a few years ago. Not a weapon so much as a one-handed powertool to repair/break down elements in the environment with.

Disc grinders are such basic power tools that it was surprisingly tricky to find a design that stood out from the crowd while still looking somewhat functional, although the wisdom is of having a one-handed disc grinder is probably questionable.

Disc Thrower - Undisclosed project/GameCo Studios

Another weapon design I did back in 2015 for an undisclosed project. This one is supposed to be put together from sci-fi power tools into a functioning weapon by experienced engineers.

The color scheme and weathering on the weapon went through a few passes as the AD on the project had a fairly specific look he was aiming for. Some parts of this design were later used in another design.

Some of the weapons in game had optional parts and upgrades that could be exchanged on the original gun, in this case an automatic reload and an exchangeable magazine rather than a fixed shotgun-style magazine.

Guard Rifle - Undisclosed project/GameCo Studios

Weapon design I did a few years ago for an undisclosed project through GameCo Studios. Same Calico-style magazine was requested for this design as for the side arm.

And the initial thumbnails and sketches for the design. The client wanted a specific fore grip and the dial indicator showing the remaining ammunition on the magazine had to be clearly visible for the player.

Guard Sidearm - Undisclosed project/GameCo Studios

Weapon design I did a few years ago for an undisclosed project through GameCo Studios. The project this was for is canned as far as I know but the client allowed me to show the work I did for it, so more updates should follow.

Where possible I'll try and include some of the work in progress. The initial brief called for a Calico-style helical magazine on top of the gun, which was tricky to make look cool because of the small size of the gun. I went for a semi-transparent magazine at first but for game mechanical reasons it was easier to stick with a simple display on the back of it.

Moon Stalkers - Personal project

Just an old piece that I finished over the weekend. I've been super busy with work since the beginning of the year so I wanted to do something for myself.

The original sketch from a while back can be seen below:

Interior art - Monte Cook Games / Numenera Character Options 2

I totally forgot to post this interior illustration I did for Numenera's Character Options 2 book that came out a while ago.

The Job part 6 - ILM / ArtStation Challenge

Part 6 was the last part of the challenge. Unfortunately I was quite busy around this point so I didn't have a lot of time to play around, and probably ended up 'playing it safe' as it mentions in the brief.

Design, develop and present images you feel best represents your skills. There is no minimum or maximum—just amaze us. Based off the previous challenges you should know what to do. Integrate some of your designs into your scenes. Remember: a strong story idea is the foundation to powerful emotional imagery. If time is critical then focus on something in the scenes that inspires you. play to your strengths.

Directors notes: "The third act of our film is stiff. The writers could use some inspiration. Lets get the Art Department to come up with some ideas for two of the scenes to help inspire them. Have them choose which they want to do and go nuts. (They don’t have to do both, pick one and make it incredible) Play up the drama and energy. Last round they did was, ”good”, I feel they can do better. I want cool dramatic lighting!! Has anyone ever watched film noir or a film shot by Roger Deakins?!! Sheesh ! This is the finale of our film. No one should be playing it safe!!!!"

MOST IMPORTANTLY – "Needs to be something we have never seen before. You know, but definitively Star Wars."

Choose a moment from one of the scenes to explore: Scene Option 1

I did a few quick thumbnails based on the first script option they gave as I did not have a design ready for the princess in the other script. I roughly tried to make the thumbnails follow the script as a sort of storyboard so I could pick out the moment I liked and work that out as a keyframe.

While I kind of liked the shot of the waitress strutting over to the table and I think she could be an interesting character to focus on, the script didn't really set her up as a character so instead I went with option B. I figured the build up to the action was more interesting than the actual fight scene, and this way I could pay a small homage to some of the bar scenes in Ravian & Laureline (a French sci fi comic that allegedly inspired some of the original Star Wars trilogy -I grew up with the comics and loved them) while telling the essential elements of the script in a single image.

I like the final result for this round, though I suspect it might be slightly too obvious and safe to fit the brief.