Woosh Ship

Woosh Ship

One of the ships from my 80-page sketchbook from Design Studio Press. Woosh: Spaceship Sketches from the Couch

Nuthin' But Mech Vol.1

Nuthin' But Mech Vol.1

One of my illustrations for the first book. 

"Oblivious"

Purchase the book:

Design Studio Press

Amazon

 

Nuthin' But Mech

Nuthin' But Mech Vol.1

Nuthin' But Mech Vol.1

Second illustration. Based on a drive through Ojai, CA. I passed a small hotel tucked away off the main drag. I thought it would be a fun dichotomy to see an unassuming robot hanging out in the sleepy town.

Purchase the book:

Design Studio Press

Amazon

 

Nuthin' But Mech

Nuthin' But Mech Vol.1

Nuthin' But Mech Vol.1

My third illustration from the first book. The primary inspiration for the environment was based on a repeated dream I have of a vast, bleak landscape with a  minimalist collection of semi-futuristic structures. Very reminiscent of an generic science fiction film from the 1980s.

(Best to look at while listening to Boards of Canada, Hi Scores)

Purchase the book:

Design Studio Press

Amazon

 

Nuthin' But Mech

Nuthin' But Mech Vol.2

Nuthin' But Mech Vol.2

My only illustration for the second volume. I decided upon a more abstract approach and focus on a random detail of something mechanic. More of a freeing exercise. To mimic the look of a traditional gouache painting, I used Photoshop brushes by Kyle T. Webster and painted it all on a single layer. 

Purchase the book:

Design Studio Press

Amazon

 

Nuthin' But Mech

Helios

Helios

Original concept design.

Borderlands 2

Helios Final

Helios Final

Final design for Hyperion orbiting platform.

Borderlands 2

Helios Interior

Helios Interior

Conceptual illustration for an interior space of the orbiting platform.

Borderlands 2: Pre-Sequel

Helios Spacegun Detail

Helios Spacegun Detail

Conceptual design showing some general mechanics of the space-to-ground gun in the central "eye" of the space station. 

Borderlands 2: Pre-Sequel

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Handsome Jack's Desk

Handsome Jack's Desk

Design for the enclosed office of the game's primary villain: Handsome Jack. 

Borderlands 2: Pre-Sequel

Helios Tram Kiosk

Helios Tram Kiosk

Design for the station's internal tram system.

Borderlands 2: Pre-Sequel

Helios Vignette

Helios Vignette

I created these architectural vignettes as a means to flesh out the design language for the environment, and allow the game designers and modelers to pick and choose which pieces they wanted to create to build the environment.

Borderlands 2: Pre-Sequel

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Helios Space Gun

Helios Space Gun

Concept design for the space gun situated in the "eye" of Helios.

Borderlands 2: Pre-Sequel

Helios Space Gun Final

Helios Space Gun Final

The final design.

Borderlands 2: Pre-Sequel

"Zippy" (pre-Claptrap)

"Zippy" (pre-Claptrap)

Earliest sketches of the robot that would be come Claptrap.

Borderlands

Claptrap Design

Claptrap Design

More refined version of Claptrap.

Borderlands

Claptrap Final

Claptrap Final

The final design with real-world reference. Final model was created by Brent Hollon who took my design and refined it into the celebrated/hated character that he is today.

Borderlands

FTL Ships Concepts

FTL Ships Concepts

Some designs for an early version of Borderlands that was ultimately dropped. The main characters would jump a faster-than-light ship which would take them to Pandora. We opted for a more reasonable and low-tech version for the final game (a bus).

Borderlands

Crimson Lance Drop Pod

Crimson Lance Drop Pod

Early concept for the primary antagonists in the game: the Crimson Lance paramilitary group. The idea is that they drop these troop pods straight into the ground from orbit. This design was less "pod" so it was "dropped."

Borderlands

Crimson Lance Drop Pod Final

Crimson Lance Drop Pod Final

The final concept.

Borderlands

Crimson Lance Drop Pod - Stages

Crimson Lance Drop Pod - Stages

The pod is launched towards a planet, then slowed by retro-boosters and airbrakes until it's airspeed decreases to a relatively safe speed where it slams into the surface.

Borderlands

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Crimson Lance "Lancer" APC

Crimson Lance "Lancer" APC

A cross betwixt a Lamborghini and a Hummer. 

Borderlands

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General Knoxx Mech Suit

General Knoxx Mech Suit

Worked with fellow artist Scott Kester to design the mech suit. Scott developed the design and I did some refinement.

Borderlands

Aesthetic Design

Aesthetic Design

Early development for the "Borderlands style." This prop eventually became a defensive wall/gate to allow subsequent levels to load.

Borderlands

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Deathtrap Ideation

Deathtrap Ideation

A new robotic sidekick for the Borderlands sequel. He would be "summoned" by a player to attack enemies. 

Borderlands 2

Deathtrap

Deathtrap

More refined concepts. We decided to bring in a menacing grim reaper design language to really make him intimidating. 

Borderlands 2

Deathtrap Final

Deathtrap Final

The final concept. 

Borderlands 2

Bunker Boss

Bunker Boss

One of the final enemies to fight is a "bunker" that when activates turns out to be a flying, taunting robot. 

Starting with nature is important. For this design it was a horseshoe crab. 

Borderlands 2

Bunker Boss Detail

Bunker Boss Detail

The primary canon would be able extend above and below the hull and robot 360 degrees.

Borderlands 2

Bunker Boss

Bunker Boss

Rear view detail of the robot vehicle. 

Borderlands 2

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Medieval Castle

Medieval Castle

For a downloadable content (DLC) game, the add-on takes place in a high fantasy world. I designed the primary locale for the game that the player has to quest towards.

Borderlands 2

Centerfuge

Centerfuge

For a section of the main game, the player passes through a location where experimentation on alien creatures had taken place in a recent past, but since abandoned. 

Borderlands 2

Buzzard Gyrocopter

Buzzard Gyrocopter

The backwater bandits of the Borderlands worlds create new machines from whatever is available. The ground vehicles were covered in the first game, so it was decided to take them to the air. The initial shape for the gyrocopter came from a new technical jeep design by Danny Gardner. I kit-bashed various aircraft pieces and added some duct-tape to come to the final vehicle design.

Borderlands 2

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XPloder Ideation

XPloder Ideation

The new enemy for the game are wave after wave of these automatons. I blatantly referenced a variety of films and cartoons form my youth.

Borderlands 2

X-Ploder Final Model

X-Ploder Final Model

The high resolution final model built by David May.

Borderlands 2

Anti-Grav Train

Anti-Grav Train

As Borderlands is somewhat of a western, a constant feature to underscore this fact was to add a train that would travel throughout the world. These are the initial sketches exploring how far in either direction we wanted to go.

Borderlands 2

Anti Grav Train Revision

Anti Grav Train Revision

This was a push towards a more tradition western flare with a sci-fi twist.

Borderlands 2

Anti Grav Train Final

Anti Grav Train Final

We decided the an Eastern Bloc diesel engine configuration would be fun and more appropriate to the Borderlands universe. Instead of straight anti-gravity we opted to have a visual reminder that this technology is science fiction, but not completely foreign to reality.

Borderlands 2

Anti Grav Train Detail

Anti Grav Train Detail

Some quick sketches visualizing the track attachments.

Borderlands 2

Anti Grav Train Detail 2

Anti Grav Train Detail 2

For various locations the level designers would need options so I provided visualization for a modular track attachment set.

Borderlands 2

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Opportunity

Opportunity

The game's villain, Handsome Jack, the owner of Hyperion Corp., creates a monster off-shore city. This was an initial sketch that started from a photograph of Long Beach, CA.

Borderlands 2

Opportunity Casino

Opportunity Casino

This was a sketch depicting a monster casino complex under construction at one end of the island-city. 

Borderlands 2

Opportunity Kiosk Designs

Opportunity Kiosk Designs

Some random kiosks that the player would interact with in the city environment.

Borderlands 2

Opportunity Kisok Final

Opportunity Kisok Final

The final design for the kiosk. Holographic information would project out from the top after the player activates it from an external panel.

Borderlands 2

Pirate Skiff Sketch

Pirate Skiff Sketch

For another subsequent DLC it was decided upon to make it pirate-themed. Naturally, everything would be flying. My primary reference was the flying skiffs from Return of the Jedi. I lifted from it liberally.

Borderlands 2

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Sanctuary

Sanctuary

Initially there was to be a place where the players could escape the brutal world of the game (it did not work out that way in the end). This concept depicts this strangely idealistic community in the mountains. The art director and I liked the idea of pulling in some inspiration from renowned filmmaker Hayao Miyazaki.

Borderlands 2

Sanctuary Exposed

Sanctuary Exposed

Over the course of the game, the city eventually lifts off (it flies). From a design standpoint, I needed some logic to reverse engineer the design from. So, my idea was that one of the other game factions launches these giant mobile drilling platforms, which are all-inclusive factories. For whatever reason, this one was abandoned and was reclaimed by nature. Over the centuries various peoples built up on top, unaware of what was underneath. 

Borderlands 2

Sanctuary Exposed Detail

Sanctuary Exposed Detail

Sanctuary Tank Gate

Sanctuary Tank Gate

Another detail built into the Sanctuary city was an impressive front gate. I thought it would be cool to have a giant abandoned tank-like vehicle that was simply assimilated into the city wall.

Borderlands 2

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Sanctuary Building Detail

Sanctuary Building Detail

This was a final concept for a standard building found within the city. The intent was for every piece to be modular so it could be rearranged and spread throughout the city to create original structures.

Borderlands 2

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Central Pillar

Central Pillar

Central to the city is a mysterious pillar with the word "Sanctuary" written down the front (hence the name of the city). Prior to the city's lift-off, the massive machine actives and the visual cue to that was to have the pillar rise to its flight position. 

Borderlands 2

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A Scanner Darkly

A Scanner Darkly

One of the shots I animated of Woody Harrelson's character.

A Scanner Darkly

A Scanner Darkly - Process

A Scanner Darkly - Process

The first stage in the rotoscoping of the film. We each received a segment of the film and imported it into the proprietary software. 

A Scanner Darkly

A Scanner Darkly - Process 2

A Scanner Darkly - Process 2

In the second stage we drew line art (and subsequently flat colors, shadows, and highlights) at each keyframe and the software would interpolate the art in between creating the nausea-inducing effect the film was known for.

A Scanner Darkly

A Scanner Darkly - Process 3

A Scanner Darkly - Process 3

The final frame (prior to the compositing of the background plates).

A Scanner Darkly

Toyota Tacoma "Nessie" - Sketch

Toyota Tacoma "Nessie" - Sketch

Method Studios needed a quick turn-around on a Loch Ness monster design for a tv spot where a scientific expedition is has a close encounter with the monster, barely capturing it on film.

Toyota Tacoma "Nessie"

Toyota Tacoma "Nessie"

Toyota Tacoma "Nessie"

The final head design (on the head and upper neck would be seen in the final spot).

Toyota Tacoma "Nessie"

Turner Classic Movies - "Now Showing"

Turner Classic Movies - "Now Showing"

I was tasked to create the textures for the environments in this tv spot which was a re-branding of the film noir movies that the channel is known for. 

I was given simple geometry by commercial studio Exopolis and created some digital paint layers in Photoshop and Art Rage which were then wrapped back onto the geometry and animated. The affect was a fly-through of a moody world inspired by painter Edward Hopper.

Turner Classic Movies

Control Room

Control Room

For the animated film, there's a massive complex beneath Camp David housing a time machine. This was one of the designs for the control room that overlooks the time chamber.

Freebirds

FB_final01.jpg
Hanger Concept

Hanger Concept

Freebirds

Coolant Chamber

Coolant Chamber

Freebirds

Coolant Chamber Revision

Coolant Chamber Revision

Freebirds

FB_final03.jpg
Freebirds - Generic Hallway

Freebirds - Generic Hallway

This design helped in the development of the design language for the complex.

Freebirds

Hanger Concept

Hanger Concept

Freebirds

Hanger Final

Hanger Final

Freebirds

FB_final08.jpg
Generator Thing

Generator Thing

Freebirds

FB_final04.jpg
Generator Details

Generator Details

Freebirds

FB_final05.jpg
Generator Detail

Generator Detail

Freebirds

Guard Post

Guard Post

Freebirds

FB_final07.jpg
Armory Concept

Armory Concept

Freebirds

security02.jpg
FB_final06.jpg
Verizon Eye Ideation

Verizon Eye Ideation

I was asked to help design the new version of the robotic eye for the Verizon phones. First round of ideation.

Verizon

Ideation 2

Ideation 2

Verizon

Ideation 3

Ideation 3

Verizon

Final Design

Final Design

Verizon