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old works
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old works
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:iconjimhatama:
some work



Copyright by AMT-games.com
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The 'Advanced Shielded Battle Armor' program was created shortly after the material for energy based friction shielding was discovered.
While other programs focused on simpler shield implementations to give added defense to large scale mech units, the ASBA design would focus on compacting the technology, both powered armor and shields, down into a smaller package with a focus on more discretely applied firepower.
The program would evolve bulky armor down into a more infantry friendly package. This new philosophy of use (a flexible soldier instead of walking tank) would come about by passing the task of defense from armor plates to shielding.
As the true potential of shield tech was revealed, the Elemental program was started with a concentration on developing such potential. Shielding materials being rare and expensive to synthesize, the ASBA program was redirected to rebuild their prototype into a new standard production suit that would return to armor for defense. It is now the standard mid weight powered armor of the Ranger army, coming an many variations and roles.
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A powered muscle suit with supplemental appliqué armor, and underneath it all a not quite typical soldier.
Working in squads, these pack hunters are notorious for aggressively hunting down opposing infantry and power armor. Their purpose specific loadouts often leave them lacking potency versus armor and mech units however, so they avoid such threats with their high battlefield mobility.
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Fourth commission for
:icondarksideniyokoso: ~DarksideniYokoso

Heavy battle and power armor, but you can just call them "Heavies".
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some mecha fun
more of quick idea
anyways thanks for looking
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some more exploration part of the "new squad"
all i seem to design is soldiers boom!
cheers for looking

    Copyright     ©     NCSOFT Corporation. All Rights Reserved.
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concept for a new heavey guns apu
inspired by the rackman games U.N.A apu
about 4-5 hours work
cheers

    Copyright     ©     NCSOFT Corporation. All Rights Reserved.
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Hi, here is an illustration done for Galaxy saga (applibot inc.)
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patrol mech
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a character design for PP2(PIXIV SYCHICER Ⅱ)
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trying to make this helmet by clay this term. lots of fun, but I still hate clay...its a black hole that will eat out your time
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A design thats been floating in my head for a while.

At some point in the near future, i want to build a wearable version of this.
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This is the Kris power armor for Cthulhutech Burning Horizons.

Original design was done by Mike Vaillancourt, i just detailed and colored it in.
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one of several pieces i created for game construct's Crystal Core digital CCG last year
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Other concept... I hope you like it.
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I was painting action scenes for a future videogame and in the mean time I created this just for fun, maybe I will use this composition in one of this future marketing piece. Have fun!

ahh and maybe I will create a new tutorial :)
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I did this in my game art workshop in Buenos Aires, this was an example that I did for my students as a final piece. The idea was create a Mech and pilot sci fi to understand the light and shadows and geometric forms. It was very fun!

I´m working in the second workshop, I hope that I can do more !!
Argentina have great artists and creative people, I´m very proud to be part of this beautifull country

Ya vamos por el segundo curso y espero poder hacer muchos más!!
En la Argentina hay excelentes dibujantes y creativos, gente con mucho potencial para desarrollar. Estoy muy orgulloso de ser parte de esto, y poder colaborar aunque sea con algo :)

I hope you like it!
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Posting some of the stuff i did at Redsteam
(c) 2011 Redsteam - Gameloft
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Posting some of the stuff i did at Redsteam
(c) 2011 Redsteam - Gameloft
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Posting some of the stuff i did at Redsteam
(c) 2011 Redsteam - Gameloft
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= =
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~
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wwwww
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#111

Not really happy with the names, especially with Rerir since that's a mythological figure [picked it out of a hat this time].

Pasim exoskeletons and Rerir battlesuits are optimized for amphibious ops; their distinguishing feature is the "prawn drive," a series of paddles that operate in the same fashion as those found in aquatic crustaceans.

Pasim exoskeletons are notable for their arm configuration; in addition to the usual "hands" they have two backwards facing manipulators [used for reloading and removing piggybacked stuff] and a pair of thigh mounted retractable support claws.

Rerir suits are somewhat more conventional, although the "croc's" distinctive snout has led to a few derogatory monkiers such as "furry" and "duckie" amongst its operators.

corcordeel by TabnirPlz
[Rerir preliminary sketches]
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#103

If there's any one thing that I can credit for igniting my passion for battle armor it would have to be the Clan Elementals from Battletech.

Here's my take on the 'toad,' with stylized Ghost Bear insignia.
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#108. BRZ-A3 Berserker "Hesperus Harlequin"

My redux of the Battletech Berserker mech [link] and its accompanying apocrypha:

The Berserker is the cumulation of the Hatchetman family. Wile the 65 ton Axeman did well as a simply upscaled version of the 45 ton Hatchetman, the 100 ton gross weight of the Berserker created several problems: Firstly, the weight of an assault hatchet created significant balance issues on standard mech configurations; secondly, no contemporary myoservo had the strength to move such a massive hatchet at a satisfactory velocity; and thirdly, an assault weight mech was deemed too sluggish to close into melee range on most battlefields. In tackling these problems Defiance Industries engineers arrived at an unorthodox configuration. The cockpit of the Berserker is offset to the left in order to accommodate the enormous right arm socket. In addition, the entire torso is offset to the left again to counterbalance the sheer weight of the assault hatchet and its requisite counterweights.
The combination of high torque servos and high power myomers resulted in adequate hatchet velocity against sluggish targets but was regarded as too slow against lighter, more nimble mechs. To alleviate that problem, engineers routed plasma conduits through the hatchet arm to vent out of the hatchet and the shoulder 'tower.' This novel application of jump jet technology not only allows the Berserker to strike faster and harder, but also to reset the hatchet for another strike at speeds comparable to the much lighter Axeman.

There was little Defiance could do to make the Berserker faster as an assault mech beyond fitting MASC1. The feet of the Berserker are smaller than found on typical assault mechs as the Berserker is a "running" mech. Unfortunately, while it allows for exceptional agility, the Berserker is relatively susceptible to being knocked down by heavy fire. A handful of units have been fitted with advanced gyros in an effort to ameliorate the issue.
A3 units are fitted with two Large Pulse Lasers, a PPC2, and a flamer underneath the cockpit. ECM and AMS3 are also standard. This particular unit depicted is fitted with additional tactical armor plates but is otherwise a factory-standard A3.



1Myomer Accelerator Signal Circuitry; allows mechs to overload their actuators for a limited duration allowing for bursts of speed and strength.
2Particle Projection Cannon; a hot-running long-ranged ion weapon.
3Anti-Missile System

EDIT: Revised hatchet arm and funny leg flail.
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