Bots Battleground - "Underdog" and "Ricochet"

This is the "Underdog" and the "Ricochet" - and they both were challenging for different reasons.

The Underdog is probably my favorite of them all and had to represent a bot that got more powerful when at a disadvantage and I am hoping most of that is expressed in its pose.

The Ricochet on the other hand posed lots of FX problems on my end due to the timelines for each bot. This is one of the few bots that I may come back to to polish up.

Check out Bots Battleground and Boogie Dice over on Kickstarter!

Bots Battleground - "Tank" and "Rogue"

Here are the first few cards I did as a warmup to the project and style. At this point I didn't have an environment backdrop but the poses mostly matched the perspective... mostly...

A big goal here was finding the right blend between chibi and realism. The term "bot" should envoke a different feel from that of a "mech" for instance and to me and the client should be a bit more lighthearted in a way that might not be seen within other genera of robots. 

The detail levels here are a bit higher than the rest of the bots before ultimately shifting down due to time constraints but the drift isn't too major I think.  Another aspect that I needed to work around was the potential for late state color changes and/or team color changes. To do this I rendered the bots in full black and white and then masked in the primary and secondary colors for super easy future changes and management. This isn't a perfect solution but worked within my budget and carried over into the final promo illustration.

Anyway, here is the archetypical "tank" and "glass cannon" bots to start things off.

Check out Bots Battleground and Boogie Dice over on Kickstarter!

Recent Work - Bots Battleground

Over the past month I've been creating cards for a Digital Dice / Card game Kickstarter called "Bots Battleground". Each card was around 5-6 hours in the making with a few exceptions - and if the thing gets funded I'll have a whole lot more on my plate. 

Beyond finding a style and creating an assembly line of layers I really enjoyed using my new found generate feature to effortlessly save off comps into shared dropbox folders. I love Photoshop...

I'll be posting a few of the bots I've done over the next few weeks as the campaign unfolds and if you know anybody who is interested in a game or dice like this please send the link forward!

Small project updates - July

I've been doing a bunch of smaller projects this month including work for a VR game called "Antibody" by 2D Array. This round of designs below is the first solid step taken for the antagonizing nano cancer that the player must fight.

Check out the current WIP version here and here.

 

I am also finishing up the last 2 ships for the initial shipping version of Scrap Station Sigma which just cleared Greenlight on Steam! This ship was designed as multiple pods that would break off and regrow throughout the lifetime of the ship.

Star Fighter Inc.

With just a few days left before the Kickstarter ends I wanted to post about the really awesome project I've been lucky enough to be on! StarFighter Inc is a game concept that is very close to my heart - It holds realism, attention to detail and mindful action higher than most games out there and really dives deep into a space* that few if any games have gone before. It's been getting great press and as we turn into the final stretch the team is working in overdrive juggling interviews and social interaction in a truly inspiring way! If the idea of a hardcore space sim appeals to you you should check us out!

* denotes use of a pun

Other than that I've been in a bit of a lull for work I can show, but here are a few recent sketches!

A 30 minute sketch for "Shadow + Castle"

Here is a quick thumb of a small ship for an upcoming Oculus VR game. 

These icons are for Scrap Station Sigma and represent upgrades you can plug into your shuttle craft to aid your team in raiding enemy ships.

Scrap Station Sigma - "Medic"

I think I finally got back into the swing of this race on this ship... meaning I needed to go back to the Mothership and apply a few more coats of paint before truly calling it done.

And the modified Mothership from last post...


Slow Progress

It has been over a week since I've been able to show anything - Hopefully Ill be able to bring frequency back into the twice a week range. Until then here are a few 30 minute sketches and a new ship for Scrap Station Sigma.

This race is pretty basic but hopefully I will be able to jazz it up a bit before the assets get finalized.

These were done with prompts from Concept Art Sessions

Scrap Station Sigma - Final Shuttles

Finished up the final flooring tiles used for both of these races and did a bit more noodling on their abstract organic hulls. I'm really having fun creating these 4 unique races and now - with these foundations laid - can press on to the other ships in the set!

While final there still may be tweaks made to the floor color based on outstanding character assets!

Scrap Station Sigma - Alien ship tests

I've been keeping some of this stuff on the back burner but finally got to work a bit more on the design language for the last two races for SSS. These are all still work in progress and the interior art and colors will likely change quite a bit.

The "Ismer'gi" Operate as a swarm of small little bug like creatures. I wanted their ship to feel like a pollen spore or bacteria of just pure organics. The inner floor is not separated enough from the hull yet so will be focusing on that.

The "Phinzor" pilot living ships as well but are more of a bred organism with distinct parts and functions. I went with a mix of flea, tick and burr for this one.