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Here is a treat, this is the E.D.G.E Primary Command Centre located in the mega city CORE. It's where E.D.G.E keeps track of all it's assets on Earth and in orbit.
This is part of a single page spread right out of the first issue of Telikos Protocol.

This one took me the better part of a day :ahoy:

We still need your support on this project to make it a reality in print form, head over the the Kickstarter and support us and bag yourself some cool rewards, or spread the word!!! [link]


Head over to the Facebook page for constant updates as well as a special Step-by-Step montage of how this image came together: [link]
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Here is the newest image created for a Graphic Novel series myself and a good friend have been working on the past year or so called Telikos Protocol.
The image shows a giant alien machine being struck by a powerful orbital weapon.
This image also showcases the kind of artwork you will expect to find in the novel and its prelude comic released in November. For more info on the projects and pre-orders for the prelude comic head over to my journal entry [link]
Or the Facebook page [link]
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Whilst working on the first full issue of Telikos Protocol I also have to put work on the individual pages aside to work on concepts for certain vehicles, characters, items, locations and so on. Recently I have come to a page where you first see some of the basic E.D.G.E equipment, so enter the lifter.
Based on the standard military mech used for decades by E.D.G.E. defence force personnel, this bad boy is the backbone of industry in the Core!

There are multiple variants including a military version with optional weapon hard points.

More info on the Graphic novel Telikos Protocol can be found at the Facebook Page here [link]

:ahoy:
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Another of the interior illustrations for the Contact rpg corebook. This and the last one are title page banners, I made one for each chapter.

The book is out in Germany, see the website contactrpg.com
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One of my favorite pieces from the Contact book, maybe because I came up with the idea for this one, or at least part of it.

Showing off some of the high tech gear you can put on the field in Contact. Power armor with anti-gravity packs, plasma rifles, and particle cannons. All while jumping from your supersized vtol, explosions to your back :D

Contact RPG - contactrpg.com
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Commissioned by :iconcenturion13: ~Centurion13 for the fan made Technical Readout 3063. Cover art!

I only did the finishing work though. :iconthundergodxarbala: ~ThunderGodXarbala came up with the composition and did most of the rendering. I jumped in from there and handled final color adjustments, blending/detail tweaks, and background battle effects.
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

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Planetside 2 is out soon! Watch the trailer here: [link]
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Mood shot and soldier's journal: done as part of a pre-viz level design walkthrough. Probably the only shot that's safe to show for now :) The vehicle here is the Mosquito:


[link] :p
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

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Planetside 2 is out soon! Watch the trailer here: [link]
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Current Planetside 2 design, and Planetside 1 design.
[link]
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So, with the new trailer out, and the tonnes of beta footage, concept art and media floating about I think its safe to release some of my pre-viz work I did for SOE from 2009-2010. I will be releasing in the order of what is only out already in the media, and then finally once the game is 'gold' then the rest will follow in updates to come.

Planetside ([link]) was, and is, an unimaginably amazing true-MMOFPS franchise that should have taken the world by storm 9 years ago. It was the only game back then that could hold my attention for more than 7 minutes. Defending a hard-earned facility, Mass Gal drops, MAX Raids had me rushing home from school and logging on and doing my part for the TR/Vanu. Most of the defining moments of my life's gaming experience is credited to Planetside and its open-world 'sandbox' nature, allowing hundreds of players to wage epic freaking war in a 24-hour long persistent world server. The network connectively was surprisingly sharp, and the frenetic gameplay, camaraderie and immersion to be had was nothing short of exhilarating.

I eventually left the game due to the introduction of BFRs (Don't get me wrong it was fun as a Collosus killing shit and acting out my Mechwarrior fantasies on live human opponents, being a troll even before it became a popular meme, but the entire battlefield dynamic just changed too drastically for comfort. I mainly enjoyed the combat with 50% infantry, 30% armour, 20% air vehicle mix...)

Fast forward 6 years, and right after finishing up my Space Vagabonds commission and wanting to take a holiday, a phonecall came in from SOGA Taiwan. It was for a project titled Planetside Next. I think I screamed a bit. A combination of self-doubt, horror, and eventually facemelting joy followed by a frantic followup email and a test and the job was awarded to us at IFS! :) (Helped to be a fan and swearing on my life that I'd do my best to homage Planetside and update it respectfully, too.) It was then supposed to be just a revamp of Planetside, a sort of Planetside reimagined. Explains why you don't see glass cockpits on my vehicle concepts, that was an early creative decision when they weren't sure they wanted to show off the characters or not due to engine limitations (IIRC they wanted to vastly increase the player count with the same engine or something, so something had to give). I also chimed in saying it was fantastic idea, because we'd be able to create a truly hard-sci fi futuristic look where high end optics were commonplace, removing the need for fragile transparent components. A cold, hardened look that is reminiscent of drones. I still think its a great meaningful look, and I always feel kinda broken-hearted when I see how in the current iterations the cockpit areas of my designs got carved up into glass, because it was a real labour of love for myself, and the early team members (GM John Laurence, Programmer/PM Steve Wang, AD William B. Yeatts) that went into designing all that stuff.

While I may not agree aesthetically with those changes, I can definitely appreciate and understand why they went the direction of showing off glass cockpits and crew especially now that the project has the brilliant Forgelight engine to bring that world to life. (Don't get me wrong, if its an open canopied jeep or ATV by all means uncover it all, show the crew, the rawness and exposure has beauty too... just that my design approach at the time was simply based around the original principle of being a hardened cockpit coffin and the pilot buried behind layers of protection. To my mind, it is very hard to just swap a part out and change the context and expect the design to carry the same meaning anymore. Players might not ever care, but I just felt the need to say my peace on that tiny matter. :) )

So anyways, I spent almost an entire year (2009-2010) on the project. It was one of the most transformational periods of my life professionally and testing in my personal life as well; the relationships forged and artistic growth, the incredible brain drain endured along with the soaring creative highs, no money can buy any of that. I will forever be grateful for the opportunity to have experienced it all and especially to have worked on the project of my dreams alongside some amazing people (credited above!), the game that made me a gamer. Can't wait to show more when I can and I sincerely hope my efforts have added to the joy of fans worldwide! Long live Planetside! :)

More on this piece:
-Credit to Steve Wang/John Laurence for the copy writing and backstory unless stated otherwise.
-Concept presented in 'Nanite Grey' since its a common pool vehicle. (NS Logo designed by me)
-The idea behind the updated lightning was to feature a 'variable stance' flexible frame to handle rough terrain. The side was intentionally left looking like industrial rebar to push the lightweight 'skeletal' feel as well as to suggest later-stage armour addons like modular skirting and so on.
-The Brief was to give Nanite Systems a rather ironic 'corporate sleekness' to the design, since it is an arms manufacturer to the three factions, branding would be important to showcase its presence on the battlefields of Auraxis and beyond. I had lots of fun working in the curves and contrast between what could be made 'pretty' and what had to be left functional.
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>>>EDIT: Added backstory and retouched image!<<<

For those who remember this piece of mine: [link] and left cool story ideas about the origins of such a "heretical" IG design, thank you! I've been considering different plots and the whole Tau engineering collaboration + Gue'vesa auxillary idea seemed the most plausible and exciting for me.

Here's an updated story on its origins:

The Phobos Pattern was originally designed by an eccentric, albeit well-meaning techpriest on a forgeworld along the dark fringes of Imperium space. It was built in memory of his son, who died on an icy moon while serving as a Imperial Guard conscript in some forgotten campaign against Tyranids.

His labour of love, the Phobos Pattern, a semi autonomous exo-suit, was designed for normal human proportions, and for deployment amongst the Imperial Guard. The suit was not intended to replace or even come close to an Astartes armour, but act as a 'force multiplier' to bolster IG ranks and to allow once disabled soldiers to fight as equals alongside their own. Once complete, the Phobos MK1 plans were presented to the Imperium, and deemed absolutely heretical. As a result, his Forgeworld was to be swept by Space Marine kill teams in a purge mission. The Older brother sent to kill the younger brother as ordered by their Father.

The small Astartes force that was sent to wipe them out realised the visionary aspect of the project during the mission briefing itself, but continued their mission without question for fear of being labelled traitors.

The IG test-pilot force that comprised of young and old, able-bodied and paraplegic, all suited up in Phobos Pattern armour and fought back bravely to preserve their project; as well as to prove their undying love for the Imperium's future.

Eventually, the Astartes force was reduced to the last Marine, a Sargeant who called down an orbital nuclear bombardment when the mission was deemed a failure.

In his final moments he looks on as a shuttle escapes the facility and into the warp, and with it, the construction template for the Phobos Pattern armour. That was his only act of defiance to the Emperor in his lifetime as a Space Marine, one that he hoped would help pave the way to a brighter future for the Imperium.

The shuttle emerged from the warp years later, and found itself in Tau space. The Tau, learning of its origins and potential, openly embraced the Phobos Pattern prototype and began additional R&D work to implement it into their Gue'vesa/Human Auxillary force.

***END TRANSMISSION***

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In this scenario, the Tau combat systems research/construction facility that manufactures the Phobos Pattern armour itself, also maintains an actual Tyranid hatchery on location to be used in live combat trials. As such, they operate on a remote population-free moon due to security concerns.

A major security breach later, and the only surviving Tau (the facility commandant) and his trusted aide and Gue'vesa hold off the escaped Tyranid specimens till a rapid response lockdown crew arrives. The facility's personnel sacrificed themselves to buy him time to download the Pattern construction plan and hotfoot it to the extraction point, and he is clearly determined to see the mission(and their valiant sacrifice) through. The Tau force evacuating them are a special stealth-only anti-'Nid detachment sporting customised gear: XV25 suits and Super-Remora drones as well as a Longbow Heavy Sniper drone to neutralise hardened specimens.

"Bear with the pain, commandant! Hammerhead is inbound. The plans must survive for the greater good!"
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Other concept... I hope you like it.
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This is an illustration I did for Section 8 prejudice game.
Photoshop CS3.
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This was part of a speed painting tutorial for the book Beginnerís Guide to Digital Painting in Photoshop. I have 3 more illustrations . You can see the step by step in the book.

[link]
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Another new painting. depicting a scene where this suited guy fighting off a giant boss. Bam.


Photoshop cs5
Will be uploading a video in a few days! Thanks guys.
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Some really quick random sketches, all painted except for the city below in the first sketch, was trying out with different photos, and the texture on the door of the 2nd sketch, i got it from cg textures.
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Hi there, its been awhile. Heres a new work to warm up my pre-production presentation as a concept artist, inspired by Karanak! His presentation of concepts are superb, one of the best presentation i've seen. This is also practice on 3D modeling, it's quite a challenge for me as i'm quite slow and dumb when it comes to a software that has so many buttons, but its a start!

Took me a whole day to model out the fella, and the painting+the layout was around 3 hours plus.

A practice to sharpen up my presentation skills on my concepts, as I usually just paint them in a scene and alot of the details/functions/concepts are unclear, it's quite a bad habit of mine. Fullview if you want to check out the details!


Currently trying out different renderers for the model, will post some other versions of the concept sheet and some render tests.

Some tests here
[link]
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Haven't seen the movie yet, though. I heard it doesn't meet expectations :/ Damn, I want this movie to be awesome!
I mean, the concept and prodcution value alone seem epic from what I saw in the trailers...
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The Rimward book for Eclipse Phase is out so I guess I can post this :)

It's one of 2 illus I did for that book. I'll put up the other one later.

Cloud skimming ships in the atmosphere of Uranus.

[link]
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I still have some more art here which I did for the PS3 title Soeldner X 2: Final Prototype a few years ago and which I haven't posted before.
These are storyline artworks appearing in the game.

Developed by Sidequest Studios.

© eastasiasoft
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Artwork for "Children of the Tower" Novel by P J. Lang

Artwork 4: Hangar

Entirely painted in PS

Hope you guys enjoy it! :)

Writer's website: [link]
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Artwork for "Children of the Tower" Novel by P J. Lang

Artwork 7: Punishment

Entirely painted in PS

Hope you guys enjoy it! :)

Writer's website: [link]
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Sci-fantasy your argument is invalid! :P

Cover commission for The Clamps. Trully Awesome music
Listen some tracks here: [link]

Hope you guys enjoy it! ;)


PS
12 hours aprox.
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tonight's live stream session:[link]
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2,5h speed

a deep diving ship
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future drydock perhaps
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Commissioned concept artwork for SLA Industries and Romark Films.

I am available for freelance and commissioned work at the moment
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Commissioned concept art for a unannounced project.

I am still open and available for commissioned jobs/images.
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Commissioned concept artwork for SLA Industries and Romark Films.

I am available for freelance and commissioned work at the moment
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Photoshop, 30-40 minutes.

painting process video

Space scene.

Another video for my CoffeePainting youtube channel where I will post painting process videos for my coffee time / launch break paintings.

Please subscribe to the channel to show me you want me to do as many of these videos as possible :) Thanks.
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painted over =Zhachrod's sketch.
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painting process video

silhouette sketches.

I quickly sketched some silhouettes with chalk brush, then I applied some lighting to pop up some basic features.

Photoshop, 20 minutes.

Click download for an original .psd file.

Another video for my CoffeePainting youtube channel where I will post painting process videos for my coffee time / launch break paintings.

Please subscribe to the channel to show me you want me to do as many of these videos as possible :) Thanks.
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