More old work it might be interesting to turn into an environment. I always designed these places as experiences and stories first and I wonder about other mediums for doing this in
I promise to post some new art soon. Work stuff, family stuff, etc. in the meantime here's a GALAHAD 3093 development concept from the archives. The game will be out in a little over a month and the final beta is running now: https://t.co/JIEo5ZJvdq
Durer's 'Melencolia I' is an image I keep returning to. https://t.co/BnOBEBLBTK
Same vibe. The DFS 230 assault glider had a flap in the side by which the MG gunner of the embarked squad could fire their MG34
A few more iterations of applied building details for GALAHAD 3093
Probably the murderboat from way back when https://t.co/mhTbEFJauO
Not sure I ever showed these. Production concepts for a private client from a couple years ago. A lot of specific detail but with minimal finish. Kind of the opposite of illustration work. I find advice for one can often be contraindicated for the other
Way back when, I was working on a setting that was inspired by art deco (or more properly, streamline moderne).
Sketching some weird gun shapes
An early (2007) freelance commission I did that still holds a place in my heart. Rather than being a spacecraft, the Sky Destroyer (AKA Murderboat) is a flying antigravity vessel.
I like cutaways. Looking back I realize I've done more than I remembered.
The VTOL machines from Megazone 23 Part II left a lasting impression on me, particularly the Uhu. I'm sure there are ways to incorporate a ducted fan and not have it look like an Orca. There's a tension between a good functional read and viz. interest. Something to explore later!