Ship Breakers is a study of a ship breaking yard, where decommissioned vessels are dismantled and stripped for parts and raw materials for recycling and reuse.
Giorgio Grecu is a London-based concept artist who has contributed to a wide mix of projects such as Halo 3, Killzone, Doctor Who and Mortal Kombat. After extensive industry experience at companies like Microsoft, Kuju Entertainment, and Atomhawk Design, Giorgio struck out on his own to embark on a freelance career. His most recent project is the upcoming real-time strategy game Warhammer: Dawn of War III, where he provided art direction for the game’s cut scenes. Check out more of his artwork here.
Deep in the solitude of a wintry forest, travelers discover the remains of their missing companion in A Warning. Unsettled by the demise of their slain comrade, the pair mourn solemnly and wonder whether they may be next.
Lynn Yang is a freelance concept artist and matte painting based in Seattle, WA. Originally born in South Korea, Yang came to the US at the age of 13 where her passion for art flourished. Yang continued to follow her passion through the years, eventually graduating from the Entertainment Design program at the Art Center College of Design in Los Angeles. She has since worked at illustrious creative firms such as Rhythm and Hues, The Mill and Microsoft and continues to work in the industry as a freelance artist.
Romantimech originated from a happy accident. When artist Yujin Choo first heard the title of William Gibson’s seminal cyberpunk novel Neuromancer, she assumed the term was actually “New Romancer”. Intrigued by the seemingly divergent themes of mechs and romance, she created Romantimech, which tells the story of two very different robots: a benevolent android desperately trying to protect a young child and a menacing hunter robot who’s hot on their trail.
Yujin Choo is a freelance concept artist from Jinju, Korea who grew up on a steady diet of fresh seafood and influential anime like Neon Genesis Evangelion, Ghost in the Shell and The Vision of Escaflowne. After graduating from the Entertainment Art program at Hoseo University in Seoul, Choo worked at Korean game studios like Neowiz and NS Studio before deciding to chase inspiration and better opportunities stateside. She currently works freelance in her new hometown of Pasadena, California while dreaming of working on a live action Cowboy Bebop.
Ventriss is an original character from Deathverse, an original narrative by Paul Kwon. This fierce female warrior character is a surviving member of the clan Kael’Cera.
Paul Kwon (aka Zeronis) is a Los Angeles-based concept artist who currently works at Riot Games. His work includes designs for League of Legends champions Ahri, Rengar, Syndra and Vi, along with setting the design direction for Star Guardian and Elementalist Lux. Outside of his work at Riot, Kwon devotes his time to personal projects like Deathverse and runs a Patreon page to support the creation of his original worlds and characters. Visit him at patreon.com/Zeronis
Anomaly features a particularly eccentric-looking robot who must endure the unenviable task of being dismantled. Piece by piece, he is hopelessly pulled apart by his human handlers.
Sylvain Coutouly is a French concept artist based in Toronto, Ontario with nearly a decade of industry experience. He currently serves a concept and background artist at Capybara Games, an independent game developer in Canada, where he is presently hard at work on the studio’s next title, Below. For more illustrations by Sylvain, visit him on Arstation.
Airship 05 Arrival is a vehicle sketch created especially for Inktober 2016 and the Guest Artist Series by esteemed industrial concept designer, author and educator, Scott Robertson. Its design is inspired by the airships Robertson originally contributed to Concept Design, the inaugural book published under his Design Studio Press imprint.
Scott Robertson is the former chair of Entertainment Design at Art Center College of Design and an industrial concept designer, author, founder of Design Studio Press. As an educator with more than twenty years of experience teaching and creating curriculum on how to design, draw and render at the highest college level, he has authored or co-authored 13 design and concept art books under his Design Studio Press label. In addition, he has co-produced more than 40 educational DVDs with the Gnomon Workshop (9 of which feature his own lectures) and lectures around the world for various corporations, colleges and through his workshop brand, SRW. Robertson continues to work on a wide variety of design projects for toys, theme parks, cars, film, video games, and more.
Deep within the hidden desert canyons of The Reach, dark forces at work slowly pollute, poison and corrupt the land.
Andrew Porter is a Concept Artist from the United Kingdom. He currently works in the video game industry in London, and specializes in environment painting, design and world building. He has contributed to many well-known IP’s, such as Gears of War and the Batman: Arkham games. In his spare time Andrew is always pushing his personal work and developing is own world building projects. His work can be found here. at artstation.com/artist/phandy
The Afterlife is inspired by a love and appreciation for animal bones and ecology. Typically, images of death and decay are depicted in a mournful way. Here, the sorrow of death is re-imagined into a sentiment of rebirth. Little black sprites have emerged to cleanse the bones of the dead, imparting a sense of beauty into the melancholy.
Originally from Calgary, Janice Chu is a Vancouver-based concept and UI artist for film and games. Her most recent project is working on “The Lego Movie 2″. When she’s not busy with client work, she enjoys drawing fan art and working on her own game project, “Knight Hood”. She also loves to help indie game creators with art direction or concept work and has recently dived into creating comic book covers.
The Legend of Jingwei captures a moment of defiance in the face of impossible odds. A young girl drowns but re-emerges as Jingwei, a bird who’s determined to fill the Eastern Sea with twigs and pebbles. Despite ridicule from the sea, Jingwei stands boldly to complete her quest so others will not suffer her fate.
William Wu has been a visual development artist for 8 years with experience working for companies such as Crytek, Framestore, Netease, and Ubisoft. William has most recently accepted a position at West Studio as Art Director to work alongside our Creative Director, Tyler West, continuing our tradition of quality visual development.
Brothers Blue is a concept of two inseparable warriors determined to hold their ground against unknown intruders threatening their peaceful village.
Mike Yamada is a multidisciplinary artist. Mike is currently working at Walt Disney Animation Studios after previously holding a position for nearly a decade at Dreamworks Animation. Passionate about sharing his knowledge, he has instructed and lectured at many art schools, design firms, and animation studios around the world. In his personal time, he is devoted to brewing the perfect cup of coffee, reading, illustrating, and spending time with his cat.
Mother Gum is a dreamy fanart of everyone’s favorite Adventure Time ship, Bubbeline, along with their little vampire gum baby Travis. (“ship” is a term for imagining relationships between two fictional characters)
Deni Dimochka is a Detroit based digital Artist from San Diego. She designs concepts and illustrations for video games while also finding time to turn out projects of her own. She currently juggles client work and putting out her own web comic Vorgahn the Conqueror about a gutsy intergalactic space auditor just trying to get a much long overdue promotion while also hopefully not leading to the total obliteration of a budding civilization. You can view more of her work, including Vorgahn the Conqueror, on Deni’s webpage.
Prelude to Adventure is based on a new comic currently being developed by the artist called Miscreants and Thieves. Front and center is Sigurd the Scribe, a truth-seeker who uses his ability to draw and paint with magic as a way to document his experiences in the degenerate and absurd magical world in which he finds himself in. Accompanying him are Sandy the Wizardess, her serpant companion Kuu, as well as Stanely the Terrible, also known as the Abominable Barbarian Thief Lord.
John Polidora is an illustrator, character designer, visual development and concept artist working in game industry for over 13 years. The last 10 years, he’s spent working at Blizzard Entertainment creating key art, box art, magazine covers, book covers, comic book covers, promotional art, along with creating concept and in-game artwork for all of their current and upcoming licenses. Currently he is working with the Overwatch team contributing character design and concept artwork. Music by Luke Polidora
Clear is a 30 minute speed paint of a grassy landscape.
Espen is a self taught concept artist from Norway. He has been freelancing for the last 5 years, creating inspiring and vibrant environment concepts for video games and films. Check out more of his work at hisofficial website
Malum Veritas is a visual development exercise. The subject is a Ranger fleeing from his past position in a corrupted military outfit.
Tom Rhodes grew up in Calgary and now resides in Alberta Canada with his wife and cat. He has recently become the Art Director at Beamdog after an adventurous and varied career. After graduating from Alberta College of Art and Design, Tom worked for Bioware, “Deep Soul” a graphic novel, and a teaching position at Edmonton Digital Art College. Tom’s latest personal project is @RnDFantasy, where every week he draws a Dungeon and Dragons character from a lottery he conducts on Twitter. Learn more at www.rndfantasy.com. This month’s GAS subject Malum Veritas was offered by lottery winner Jared
158/365 Summertime is of one many of many sketches the artist is currently painting as part of a daily sketch challenge. The artwork attempts to capture a moment in time of a few friends meeting up after school talking about what to do next.
Atey Ghailan is a concept artist who currently works at Riot Games. He started out his career in digital artwork by first studying law in college and noticing his sketches were taking the place of his class notes. He took it as a sign to change career paths and never looked back. He landed his first internship doing graphic design work for a commercial agency, but kept drawing in his free time. Eventually he landed a concept artist position at Atomhawk Design, then later on transitioned to freelance work. Find more of his work and process on his Patreon page www.patreon.com/snatti
Rhino Bot demonstrate an exercise in creating an elegant sci-fi mech design.
Josh Kao is a concept artist who has been working in the entertainment industry since 2008. He’s worked on projects such as the Halo series, God of War: Ascension, Call of Duty Black Ops 2, Star Citizen, Tron Uprising, and X-men First Class. www.joshkao.com
In a strange dimension, a Gorgon Warrior prepares for the final fight of an ancient war. She poisons the blade with her own lethal blood.
Arthur Bozonnet is a digital artist based in France, with strong ties to South American and Asian cultures. Initially a graduate in English, Spanish and Chinese languages, he lived in Scotland, Peru, and went to study digital illustration in China. He later on lived in Thailand for three years, working as an illustrator and concept artist for Studio Hive, Bangkok. Through his travels and experiences, Arthur developed a fantasy style that celebrates the dream world, the irresistible call of inner and outer journey, and the exotic appeal of ancient cultures.
Hellhound is a character design created in the spirit of Halloween, a guardian of the underworld and supernatural. It is forbidden to look into his eyes, to do so would surely end in death. He maintains his physique by working out at his local gym during his free time.
Jason Kang is a concept artist currently working full-time at Gearbox Software. After attending Art Center College of Design he worked for various studios including Rhythm & Hues, Section Studios, Blizzard Entertainment, Wizards of the Coast, and Disney Interactive. Growing up, he loved drawing bugs, animals, dinosaurs, and Dragonball Z.
Deathstroke demonstrates an exercise to create an animated character sheet using very simple Photoshop tools. This image is a part of an upcoming book by Abe Taraky which is scheduled to release later this year.
Abe Taraky is a concept designer and illustrator currently working in the film and gaming industries. His art explores a wide range of themes and is always exploring new styles and techniques. Prior to joining Warner Brothers as a senior concept artist, Abe has contributed on a number of different projects for Blur, Amazon, Universal, Hasbro, Beenox (Activision Blizzard), Gameloft and Sideshow Collectibles. Find out more about the image making process at abetaraky.com featuring full tutorial.
Mr. Ripper is a character concept inspired by the London Victorian Era and the books of Arthur Conan Doyle, who is most notably recognized for his Sherlock Holmes series.
Borislav was born in Arkhangelsk, Russia in 1975. He has spent 15+ years as a concept artist at Ubisoft and a freelance illustrator in the video game industry. Projects he’s worked on include Prince of Persia trilogy, Assassin’s Creed Series, Raving Rabbids, H.A.W.X., CSI: 3 Dimensions of Murder.
Stance is a fantasy inspired character concept which demonstrates adding depth to a rough sketch by using adjustment layers in Photoshop to manipulate the color and value.
Among the Pines was inspired after a wondrous hike in the Pacific Northwest. That was the impetus for this image, trying to find an interesting and enticing visual style for a side-scrolling game about the adventure of hiking.
Little Dog MK II depicts a state of the art quadruped robot being prepped by its engineer for exploratory work.
Oppidum – Ianua depicts a young warrior holding her ground. “Tonight we asked the Dark Patron for his help in guarding the night gate. Normally we wouldn’t ask a favor so high in price, but it was the lesser risk knowing what was soon approaching.”
Happy Hour shows Wentar, Captain of the Gigas, recline for a beer after a day of hunting nefarious River Dragons with his daring crew of Space Goblins.
Solitude is a piece which attempts to evoke an emotion of stillness, as if time has been frozen. A man waits patiently, and looks at his shoes all day.
Biker Vlad depicts a vampiric midnight ride through the desert. Vlad takes a break to consult with his skeletal friend. Who is his bodyless buddy? Perhaps the previous owner of “Crimson”, his trusty bike?
Luna is a piece depicting the bond between a special cat and her owner, based on one of the artist’s favorite anime series.
Dispel depicts the death of an era within a fictional world. A summoner must destroy a stone giant of their own creation and life’s work to respond to a time of change.
Haunted Forest is a mood piece that depicts a dark forest haunted by an evil spirit apparition. Orbs of light emit from his icy presence as it wanders through the glade, waiting for a passerby.
Rainy Mountains is a demonstration of a production environment sketch that quickly communicates the overall mood without spending excessive time rendering details. The main goal is to show basic lighting, some architecture and human point of view for scale purposes. Many images like this would be produced before moving onto a final design for a location. The concept is based on a combination of wonderful castle structures the artist has recently explored near the German-Austrian border in the alps. The lighting, rain, and mountains in the image are a study from looking out the artist’s studio window.
Arrival shows the process of creating a concept without an idea or image in mind to begin with. The idea must be found in the shapes and colors used while painting. The result ends up being a truly spontaneous and unique piece of work
Red Fields was created as an exercise in digital painting techniques, color theory, and style. The objective was to depict a calm, “slice of life”-type scene in an otherworldly setting by taking familiar, everyday situations and tweaking specific elements to create a heightened, fantastical image. Strong complementary colors, heavy saturation, and whimsical shape language all contribute to an overarching feeling of carefree nostalgia. Inspiration for this piece ranges from late-70′s science fiction illustration, modernist architecture, and French graphic novels.