Tech-priests perform the necessary supplications to appease the machine spirits inhabiting these machines of war.
Getting the treadbike into a pre-deployment action shot in some spare time. I was always fascinated with the idea of the 'ghost in the shell' and all of a sudden that concept seems less like science fiction these days.
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#conceptart #conceptdesign #vehicledesign #hardsurface #digitalart #design #illustration #scifiart #machine #motorcycle #industrialdesign #designer
A design I’ve been playing around with for a ‘TreadBike’ Infiltration Unit. Seen here in a stripped-down, lightweight configuration of the platform - aimed at fast infiltration and surveillance. I spent a little longer playing around inside Blender with this one.
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#conceptart #art #conceptdesign #design #designer #hardsurface #motorcycle #scifiart #mecha #vehicledesign #blender3d #artistsofinstagram #industrialdesign #blast
Batmobile sketches. Here's one of the many sketches I did at the start of production. These 2D side views allow me to explore a variety of themes quickly to help establish a theme. This one sketch seemed to click with @mattreevesla and PD @jchinlund . Referencing elements of vehicle designs I had done for Mute and Call of Duty (all having a similar reinforced bumper system) I continued to develop the idea that the front of the batmobile was a blunt force battering frame, with a reinforced structure running the length of the car acting as the framework that Bruce has bolted body panels to - all whilst acting as a rudimentary rollcage. More to come…
#thebatman #batman #batmobile #conceptart #design #cardesign #gothamcity #digitalart
#carsketch #productiondesign #artdirection #dc #conceptdesign
In early 2017 I got a chance to work on Star Wars EpIX over in London - To say it was a childhood dream manifest to work on Star Wars would be an understatement. Little did I know that almost 10 years later I still get to work with the greatest team in the Galaxy!
#maythe4th #starwars #lucasfilm #artdepartment
Yuatja Cockpit design for Predator: Badlands. Designed side by side with the exterior - I wanted to push the biomechanical aesthetic without leaning too hard into Giger. Initially, I designed the cockpit to have no windows or visible screens. The pilot connects directly with the ship, removing any separation from the machine - pilot and ship become one predatory creature. But alas -sometimes the script needs windows so that idea didn’t fly…
Director: Dan Trachtenberg
#conceptart #conceptdesign #productiondesign #predatorbadlands
Front end design for Kweis ship in Predator: Badlands. A quick sketch / paint over a pretty rough model I built in Blender does the trick! Thanks to @dannytrs for having me the show.
#conceptart #predatorbadlands #productiondesign #vehicledesign
One of the final concept designs for the Pirate Frigate in Star Wars: Skeleton Crew. Part of a series of five illustration put together for the final design. Add in a green dust cloud and call it a day! Design direction: Doug Chiang
#starwars #conceptdesign #conceptart #productiondesign #lucasfilm
One of my finished designs for the aptly named “Trashship” in Star Wars: Skeleton Crew. A fun one to design, and a keyframe I put together once the design was locked in - showing the gradual reveal as this giant mechanical trash disposer rises out of the swamp to dispose of the heroes’ ship. Design direction: @doug_chiang
#starwars #starwarsart #conceptart
Concept work for the Yautja ship in Predator: Badlands. An initial design exploring overall form and scale, using insect/crustacean inspired forms and skeletal-like elements to push a darker, more predatory feel for the ship design.
Director: Dan Trachtenberg
#predator #badlands #conceptart #conceptdesign
Predator: Badlands.
Splitting this into two posts, because the format really doesn’t let this stuff breathe.
Roughs exploring my take on @benjamin_last Benjamin Last’s unreal Kwei ship design. I call it an interpretation because at the time none of the materials, patterns, or surface details were locked, so I ran with his silhouette and filled in the gaps.
The goal here was to establish the environmental language of Yautja Prime, while framing the moment Weyland synthetics start closing in on the wreckage.
Ben absolutely crushed this design. I love when an artist can honour established lore while pushing it forward.
Especially lore I adore... That rhymes, Marge. And you know it rhymes.
Predator: Badlands.
Splitting this into two posts, because the format really doesn’t let this stuff breathe.
Roughs exploring my take on @benjamin_last Benjamin Last’s unreal ship design. I call it an interpretation because at the time none of the materials, patterns, or surface details were locked, so I ran with his silhouette and filled in the gaps.
The goal here was to establish the environmental language of Yautja Prime, while framing the moment Weyland synthetics start closing in on the wreckage.
Ben absolutely crushed this design. I love when an artist can honour established lore while pushing it forward.
Especially lore I adore... That rhymes, Marge. And you know it rhymes.
Predator: Badlands - my first pass at the Yautja trophy room aboard the ship. This began as a dressed-up blockout, focusing on simple forms and a clear graphic read for the main aperture looking into the wall of skulls. Midway through, the idea of more organic, printed interior walls emerged, which helped bring the second design to life. Could not decide between the yellow/green or red lighting ha! Director: Dan Trachtenberg