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Mecha
:iconpadshiy:
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An concept for eclipse mod by digital armada
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This is my submission for the ArtSpace contest over at CGSociety!
It was especially created for the contest although I could have submitted some older work of mine as well.
This was clearly one of the more time-consuming artworks that I did. Put in countless hours (I really don’t know how many) working on and off over several days until I was happy. :)
It’s all done in Photoshop, no modelling.

I did myself a luxurious favor and bought the Cintiq 12WX! :)
This was one of my first works using the tablet. It’s a pretty fancy device, but mostly unnnecessary luxury if you ask me...
I love using the ruler on it, painting the buildings like that was fun! And it finally comes close to how I work on paper when creating techy stuff!
Other than that, I really purchased it for doing more hand-drawn animation. It’s easier and more accurate to work on the screen like you would using a peg bar.

For speedpainting though, I prefer using it as a normal tablet, because your hand gets in the way and you lose the overview of your work.

Lastly, here are some close up shots at 75 % of this painting:
:bulletblue: [link] :bulletblue:
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Personal art of Mass Effect.
The tenth picture featuring Legion

The piece is set in an outside planet location where Legion is covered with falling ashes/cinders and some dirt. Part of his head and armor is smashed and holds scratches
I let myself introducing some changes of my own in Legion's apperance: Generally I tried to give him a bit more haunting and hostile look. A little reminder that he is not a lamp but one deadly and useful ally.

Song for the mindset: [link]

No photo tracing or 3D models were used here. Some elements of the background were overpainted. I also used couple of screenshots as references and bunch of photo textures. The armor lighting was inspired by the Iron Man render I once saw. The original size is A4 with 300dpi. This is just a .... well you guys know what this is :)
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This is a submition for the
Realm of Fantasy:Fantasy Sci-fi Fusion Contest: [link]

Story:

Not many years from this present, a new war rises upon humanity, and many mechanical devices, including this robot, are sent to fight with the humans. Suddenly, in the middle of the battle, our friend, partially destroyed by the enemy´s weapons, finds a curious fantastical creature that grants him any wish he want... "wich one would be his wish?"

...I challenge you to find out ;)


This work was particulary hard to make. I had to study several robot references from many works, and I even had to make my own sketches of how the robot face will look like. I think the outcome is decent. Im verry satisfied with the face, wich has to show an inexpresive look, and let the the people guess their oun expresion in his eyes.

Anyway,

Hope you like this work guys :D

Note: Download for full size :)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

I took plenty of inspiration from the Michael Mann film of the same title for this image. :) It's not quite a robbery, but its always been a fantasy of mine to see mecha in a somewhat similar situation.

I won't really give away the story, but here is basically an invading militant group performing a blitzkrieg strike on a city. The 2 green terrorist Wanzers are creating a distraction with local law enforcement units as the main force heli-drops onto the highways of the city; using the route to hasten their advance to the city center (where they will eventually do more damage) and getting as many civillians involved as possible, thereby affecting the police's ability to respond with deadly force. Nastyy.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Military
:iconcasjeep:
Collection by
Garindan. I love him. Have a toy figure on my desk actually. With an M4 sopmod strapped on. <_<

PS:
Done for Sony Online Entertainment's Star Wars Galaxies Trading Card Game.

Shout out to Roger Chamberlain, Art Director for the project.

Work is copyright to Lucasarts Entertainment (explains why you don't see signatures anywhere on the work as well...). You can find the higher res wallpaper versions here: [link]
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Long time no post!

Finally, some work that I can actually show that isn't under NDA.

Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This here is the Combat Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams. Inspiration for this was a combat swimmer's wetsuit and gear and some cult sci fi elements thrown in to mix it all up.
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Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This is the Sniper Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams. I was asked to go in a more 'urban' direction and to make good use of the colour blue to signify their non-military, more police like background. Her gear had to feel somewhat more comfortable..almost cushy. I suppose it helps to endure those many hours..even days of waiting in absolute stillness.
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one depicts an assault on a jungle base. A second Wanzer detachment prepares to flank a distracted line of defenders. This image uses some 3D as a base (images of models that I re-cut-and-pasted and then painted over). It also contains my favourite personal 'design additions' thrown in at the painting stage, such as the ERA-tiles on the green approaching Wanzer arms, as well as the dual pile bunkers on the Frost with its back against the rock.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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tuts
:iconcwalls:
Collection by
Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

I took plenty of inspiration from the Michael Mann film of the same title for this image. :) It's not quite a robbery, but its always been a fantasy of mine to see mecha in a somewhat similar situation.

I won't really give away the story, but here is basically an invading militant group performing a blitzkrieg strike on a city. The 2 green terrorist Wanzers are creating a distraction with local law enforcement units as the main force heli-drops onto the highways of the city; using the route to hasten their advance to the city center (where they will eventually do more damage) and getting as many civillians involved as possible, thereby affecting the police's ability to respond with deadly force. Nastyy.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one depicts an assault on a jungle base. A second Wanzer detachment prepares to flank a distracted line of defenders. This image uses some 3D as a base (images of models that I re-cut-and-pasted and then painted over). It also contains my favourite personal 'design additions' thrown in at the painting stage, such as the ERA-tiles on the green approaching Wanzer arms, as well as the dual pile bunkers on the Frost with its back against the rock.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

My second favourite image, this one also involves the most 3D(base model provided by Verawat.V) and photo textures. Aside from helping to conceptualise the operations hangar area, along with the entrance to the observation deck and rest of the base... I thought it was a good opportunity to try something more... symbolic? The original render and angle by V was too good to pass up the opportunity.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

After their failed attack on the jungle fortress, the surviving attackers flee into the jungle, where they enter a deadly game of cat and mouse with a counter-assault force sent in to hunt them down. This piece started as a pen sketch on paper.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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dfsgdfg
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Front Mission
:iconllopnegre:
Collection by
Hi all, just sharing a design for a personal project about to be released in September! Will update my journal soon :)

Tools used: Google Sketchup and Photoshop CS5
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Hi all! sorry for my long absence here on DA.

I bought "Front Mission Evolved" last week and it is awesome but the campaign so short. I like the mech "Wanzer" designs and the possibility to create your own compilation.

Well, this was my inspiration for this fanart. :)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

I took plenty of inspiration from the Michael Mann film of the same title for this image. :) It's not quite a robbery, but its always been a fantasy of mine to see mecha in a somewhat similar situation.

I won't really give away the story, but here is basically an invading militant group performing a blitzkrieg strike on a city. The 2 green terrorist Wanzers are creating a distraction with local law enforcement units as the main force heli-drops onto the highways of the city; using the route to hasten their advance to the city center (where they will eventually do more damage) and getting as many civillians involved as possible, thereby affecting the police's ability to respond with deadly force. Nastyy.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

Regarding the title-- Yes, I am a huge fan of the Syndicate series (its a classic Bullfrog game). :p I really can't wait to see what EA and Starbreeze will come up with for the next installment.

Anyways, this was a quick one to illustrate an orbital elevator falling through the atmosphere as the terrorist force (from the previous images) brings the fight into the heart of the city. Shown here are brown local military Frost-model Wanzers deployed alongside infantry to defend a city block, blissfully unaware of the... gravity of the situation.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Front Mission
:iconagent-t0f11:
Collection by
hello

click download for a bigger view!
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Finally!!! :faint:
I haven't done anything new for some time,so I decided to brake my hibernation,and let you all know that I'm not dead yet!
Oh,and look!ANOTHER MECH. :grump:
I'm having some serious lack of inspiration lately,so,yeah-nothing new-mech,soldiers and ruins-stick with what you know best. :)
There is still work to be done on this one(like fixing that damn mech legs),but as I said-lack of inspiration.That,and of course,my infamous laziness! :P
Still,I hope you all like,nonetheless. :)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

I took plenty of inspiration from the Michael Mann film of the same title for this image. :) It's not quite a robbery, but its always been a fantasy of mine to see mecha in a somewhat similar situation.

I won't really give away the story, but here is basically an invading militant group performing a blitzkrieg strike on a city. The 2 green terrorist Wanzers are creating a distraction with local law enforcement units as the main force heli-drops onto the highways of the city; using the route to hasten their advance to the city center (where they will eventually do more damage) and getting as many civillians involved as possible, thereby affecting the police's ability to respond with deadly force. Nastyy.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! sorry for my long absence here on DA.

I bought "Front Mission Evolved" last week and it is awesome but the campaign so short. I like the mech "Wanzer" designs and the possibility to create your own compilation.

Well, this was my inspiration for this fanart. :)
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[edit: I have added a much brighter version of this picture to my scraps here: [link] ]

zomg I am totally obsessed with the game Front Mission by now.

It's a Nintendo DS port of the original SNES game. It's got awesome mechs, stratagy, billions of design oportunities, a compelling story, very nice sprite animations and is generally one of the best games I've played on the ds.

This picture will look very dark as I did it on my 'surface of the sun brightness' monitor, so if you're not lazy you should turn the brightness up to see this properly. It was meant to be dark but not rediculously so.

For reference of the mechs, I used two tiny gashapon figures I have, so I don't actually have these ones in the game.

I'm pretty happy with how this came out. Soon I will be happy with my digital stuff...but not quite yet!

Oh yeah And please full view...it looks cruddy if you don't ^^
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Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This would be the Psionics Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams.

She's kinda the 'special quiet one' that no one talks to for fear of having their brains spew from their eye sockets. I drew inspiration from plenty of Guyver for her.. and imagery of ninja obviously, most notably in the head wrap. :p

The rest of the details of her psionic alloy blades are in the image. She's my second favourite next to the Assaulter :)
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Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This would be the Assault Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams.

The inspiration for this one was a bomb disposal suit, but something that was less bulky, trimmed down to allow ease of movement and augmented with exoskeleton frame to enhance agility and power all round. I kept the helmet almost of a different style to emphasise the fact that these guys are allowed to don personal customised gear (partly due to shitty budgets for their unit). The helmet was probably specially ordered in from a zero-atmosphere combat exosuit or something, just to give him even more protection and special optics.

He has a cut-down slug gun for door...well more like wall breaching. The one other feature I am quite happy with is putting a field-command computer station on his back. I think it evokes the imagery of a soldier with a communications pack on his back. The idea I had was that since the entire team was comprised of only 4 members, they would need to double up on roles and duties. In this case, because of the crazy amount of armour, strength and survivability the Assaulter was packing, it made perfect sense for him to be the comms guy that the commander would always stick with (more like hide behind!) and as well as being the 'mule' of the team that carries all the heavy weapons to the fight... plus drag their asses out of the fire when need be.
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Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This is the Sniper Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams. I was asked to go in a more 'urban' direction and to make good use of the colour blue to signify their non-military, more police like background. Her gear had to feel somewhat more comfortable..almost cushy. I suppose it helps to endure those many hours..even days of waiting in absolute stillness.
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Long time no post!

Finally, some work that I can actually show that isn't under NDA.

Done for Space Vagabonds [ [link] ] © Gregor Theado 2009

Once in a while you get those crazy passionate clients that actually have vision and know what they want. Gregor is certainly one of them and it was a blast doing these characters and mechanicals for his RPG universe.

This here is the Combat Officer from the Colonial Defence Squadron. They are basically zero G trained rapid response/SWAT teams. Inspiration for this was a combat swimmer's wetsuit and gear and some cult sci fi elements thrown in to mix it all up.
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This is what I do when I get bored with my toys :) I kitbash them into something I like. Was in a very cyberpunkish mood when I was thinking of this.

The Death Stars are a special airborne hunter/killer taskforce sent on manhunting missions. They specialise in urban operations where their flight packs let them get around quickly and silently. They are best known for using their chain-grapples to hang like bats in the shadows from where they use their multi-spectrum cameras to maximum effect, discharging their extended-range miniguns on their unsuspecting prey.

P/S: I just love the back of the Alien 'Nostromo' space helmet. It resembles a Panther's face somewhat when tilted at an angle. It may look goofy to some extent but that's part of the charm to me.
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Mecha
:iconcorndoggy:
Collection by
Nicknamed the Fiddler, on account of its crablike body and having one weapon significantly larger than the other.

Features

7.62mm minigun as its coax gun.
20mm vulcan cannon.
30mm autocannon
3 shot missile launcher with 1 set of reloads. Missile ammo can be freely swapped between ATGMs, SAMs, and special purpose scout drone scattering missiles.
Anti Missile Laser Defense pod.
heavy duty winch.
manipulator arms
active countermeasure deployment system
aerial deployment transport hitch
fully enclosed cockpit
an angry cartoon crab that WILL give you cancer
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

My second favourite image, this one also involves the most 3D(base model provided by Verawat.V) and photo textures. Aside from helping to conceptualise the operations hangar area, along with the entrance to the observation deck and rest of the base... I thought it was a good opportunity to try something more... symbolic? The original render and angle by V was too good to pass up the opportunity.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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No comments have been added yet.

Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one took the longest time, total of 3 days IIRC. Combination of 3D base and photo textures. Lots of painting and personal ideas for this one, so I hope you enjoy it. It is my favourite of the lot.
_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

After their failed attack on the jungle fortress, the surviving attackers flee into the jungle, where they enter a deadly game of cat and mouse with a counter-assault force sent in to hunt them down. This piece started as a pen sketch on paper.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one depicts an assault on a jungle base. A second Wanzer detachment prepares to flank a distracted line of defenders. This image uses some 3D as a base (images of models that I re-cut-and-pasted and then painted over). It also contains my favourite personal 'design additions' thrown in at the painting stage, such as the ERA-tiles on the green approaching Wanzer arms, as well as the dual pile bunkers on the Frost with its back against the rock.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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FM
:iconnocturnalmisfit:
Collection by
a Wanzer from O.C.U.
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

Regarding the title-- Yes, I am a huge fan of the Syndicate series (its a classic Bullfrog game). :p I really can't wait to see what EA and Starbreeze will come up with for the next installment.

Anyways, this was a quick one to illustrate an orbital elevator falling through the atmosphere as the terrorist force (from the previous images) brings the fight into the heart of the city. Shown here are brown local military Frost-model Wanzers deployed alongside infantry to defend a city block, blissfully unaware of the... gravity of the situation.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
Show
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No comments have been added yet.

Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one took the longest time, total of 3 days IIRC. Combination of 3D base and photo textures. Lots of painting and personal ideas for this one, so I hope you enjoy it. It is my favourite of the lot.
_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
Show
Add a Comment:
 
No comments have been added yet.

Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one depicts an assault on a jungle base. A second Wanzer detachment prepares to flank a distracted line of defenders. This image uses some 3D as a base (images of models that I re-cut-and-pasted and then painted over). It also contains my favourite personal 'design additions' thrown in at the painting stage, such as the ERA-tiles on the green approaching Wanzer arms, as well as the dual pile bunkers on the Frost with its back against the rock.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Sci-Fi
:iconrtsdogart:
Collection by
Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

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.
-One of the ideas I had to re-present Planetside faction tones was to adopt a Command and Conquer type palatte (yes, read on). Coincidentally, C&C had Nod, GDI and the Scrin that held very familiar colour palattes to the more colourful and saturated Planetside counterparts. Yet, at the same time these worked very well because the C&C palatte reflected what I would accept as grounded camoflague tones and meaningful colour accents. For example, the NC could shift from Yellow to Tan, a meaningful desert scheme that also reflected their guerilla nature, and have the blue and black as accent markings that also made sense from a visual standpoint. The TR would be generally Grey with red accents to reflect their origin (no spoilers here) and the Vanu, well, WYSIWYG. :p
-Anti-infantry weaponry ideas as a fan, this was to see less infantry engaging tanks up close and actually fearing to tread anywhere nearby.
-Vanguard also doubles as arty platform because that seems to be a smurf tactic, esp with the Phoenix guided munitions and all, it seemed to fit into the theme! Long distance turtling, or up savage CQB.
-On the styling. I suggested early on that perhaps the TR and NC could have their shape language swapped, not only to give each a fresher read but to better bring out the backstory and purpose of either faction. The NC would have a rounded, smooth Russian in-your-face aesthetic, while the TR would sport some ergo-stealth, oppressive angular design.
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

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.
-One of the ideas I had to re-present Planetside faction tones was to adopt a Command and Conquer type palatte (yes, read on). Coincidentally, C&C had Nod, GDI and the Scrin that held very familiar colour palattes to the more colourful and saturated Planetside counterparts. Yet, at the same time these worked very well because the C&C palatte reflected what I would accept as grounded camoflague tones and meaningful colour accents. For example, the NC could shift from Yellow to Tan, a meaningful desert scheme that also reflected their guerilla nature, and have the blue and black as accent markings that also made sense from a visual standpoint. The TR would be generally Grey with red accents to reflect their origin (no spoilers here) and the Vanu, well, WYSIWYG. :p
-Anti-infantry weaponry ideas as a fan, this was to see less infantry engaging tanks up close and actually fearing to tread anywhere nearby.
-Vanguard also doubles as troop carrier, with expanding capabilities as more 'drivers' enter the vehicle to man the stations.
-One major change is the appearance of the twin guns being proposed as a single rapid fire 'autocannon'. I felt that having twin cannons would make the tank look heavier than the Vanguard and generally conflict with the style. The twin look would then be reserved for the modular upgrade: The AA variant (shown bottom right).
-One of Steve Wang's ideas at the start was a mine flail version as well to help serve as EOD for the tank division, and when things got hairy, to be used as a battlement wiper (if you know what I mean).
-On the styling. I suggested early on that perhaps the TR and NC could have their shape language swapped, not only to give each a fresher read but to better bring out the backstory and purpose of either faction. The NC would have a rounded, smooth Russian in-your-face aesthetic, while the TR would sport some ergo-stealth, oppressive angular design.
Show
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Concept art © 2012 Sony Online Entertainment LLC. SOE. All Rights Reserved.

---------------------------------------------------------
Planetside 2 is out soon! Watch the trailer here: [link]
---------------------------------------------------------

---------------------------------------------------------
Current Planetside 2 design, and Planetside 1 design.
[link]
---------------------------------------------------------

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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Now that Galaxies is officially defunct, I thought it safe to post some of my favourite illustrations here for posterity sake..!

Working on this franchise for close to 2 years really helped me grow as a creative and allowed me to explore many aspects of the craft-- its not often you get to play the role of illustrator, story-teller and designer within a single commission. It was truly rewarding in hindsight and more often that not, a very humbling experience when you witness the sheer quality and passion of other fellow creatives working on the same project, really inspires you to stretch yourself beyond the usual bounds!
___________________________________________________
© LECL & LFL and SOE.

I love the official title more than the illustration. Massive killstreak for this guy.
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Now that Galaxies is officially defunct, I thought it safe to post some of my favourite illustrations here for posterity sake..!

Working on this franchise for close to 2 years really helped me grow as a creative and allowed me to explore many aspects of the craft-- its not often you get to play the role of illustrator, story-teller and designer within a single commission. It was truly rewarding in hindsight and more often that not, a very humbling experience when you witness the sheer quality and passion of other fellow creatives working on the same project, really inspires you to stretch yourself beyond the usual bounds!
___________________________________________________
© LECL & LFL and SOE.

Hard to see where you're going in a firefight with those blinders for a visor... ;) Still love scout troopers all the same.
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Featured
:iconfshiruba:
Collection by
I've received numerous questions regarding my work process, especially for my FME series. I always found it hard to explain that I don't ever have a fixed process or approach, because quite simply, every image is different and might require a different combination or order of steps to make it both practical for me (i.e Time saving) to create and still generate ideal results without having to cut corners.

I hope this lineup helps explain how I work a bit better :)

Also, I often get asked regarding "How to achieve a style?"...so I'd like to share that I never feel 'Style', or Styling an image, is defined by a fixed process. Its always relative. Process is only a series of steps that can enable a style to be reached easier or faster, but by no means should be seen as a 'means to an end'. If you can effectively break down a painting or image into technical layers (just like a 3D software does!), it should be possible to recreate the same image given an infinite number of different approaches so long as you know what you're doing and understand how the layers of said image come together.

Just like in photography or 3D rendering, there are always more straightforward ways to achieve a particular visual effect; but if you know your basic principles, that SAME result can be derived from thousands of different combinations of processes-- especially useful when those original tools aren't available to you. So I guess the ideal mindset is to never limit yourself by assuming that there are only a few ways to do this or that style and get stuck when conditions are unfavourable-- when the answer is really just to learn and grasp the basic 'building blocks' of image-making and understand them well enough so you have the power to fully manipulate the work, and the freedom to choose how you want to go about building your style, and achieving your end result.

The theory is-- It shouldn't matter how you start. Because if you know your stuff, you'll always end up where you want to go.
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

This one is fully painted with the exception of the Wanzers. They started out as 3D models which I then painted over. IIRC the idea here was an assault on a space station, where the aggressors skate down the enormous solar panels surrounding it, in an attempt to deter the defenders from taking a shot and damaging the fragile solar panels themselves. I thought it might have been an interesting game scenario. The cable/tethers were an afterthought to add some movement, though I had the desire to suggest an intense 'Evangelion umbelical severing' type scenario with a timer... :shrug:

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
Show
Add a Comment:
 
No comments have been added yet.

Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

_____________________________________________

[EDITED: higher res file + sharpened image]

Image info:

I took plenty of inspiration from the Michael Mann film of the same title for this image. :) It's not quite a robbery, but its always been a fantasy of mine to see mecha in a somewhat similar situation.

I won't really give away the story, but here is basically an invading militant group performing a blitzkrieg strike on a city. The 2 green terrorist Wanzers are creating a distraction with local law enforcement units as the main force heli-drops onto the highways of the city; using the route to hasten their advance to the city center (where they will eventually do more damage) and getting as many civillians involved as possible, thereby affecting the police's ability to respond with deadly force. Nastyy.

_____________________________________________

Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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Hi all! It's been so long since I've been able to post work that I've done!

These concept artworks were done in late 2008 for the game Front Mission Evolved. Front Mission is a cult-classic mecha franchise by Square Enix that inspired my love for robots when I was a youngster. It was an insane privilege for IFS and myself to have been able to contribute to it.

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[EDITED: higher res file + sharpened image]

Image info:

Regarding the title-- Yes, I am a huge fan of the Syndicate series (its a classic Bullfrog game). :p I really can't wait to see what EA and Starbreeze will come up with for the next installment.

Anyways, this was a quick one to illustrate an orbital elevator falling through the atmosphere as the terrorist force (from the previous images) brings the fight into the heart of the city. Shown here are brown local military Frost-model Wanzers deployed alongside infantry to defend a city block, blissfully unaware of the... gravity of the situation.

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Credits/Additional info:

-This artwork is Copyright Square Enix and Double Helix Games.

-These images (and more) can be found on the Free-to-Download Digital Dossier here: [link]

-Skan Srisuwan for his wonderful Wanzer redesigns.

-Verawat Verasunthorn who translated Skan's designs into 3D models, over which a number were used as 'bases' for me to paint over in these artworks to maintain accuracy and as a time saver.

-With Skan's permission, I'd taken design liberties with some of his designs, throwing in my own ideas and flavour to the mix; hopefully providing an extra layer of 'grounded-ness' or grittiness that I felt resonated with the spirit of Front Mission. ;)
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