Inspiration for the silkworms building Runners comes in part from Neri Oxman's incredible work, and the amazing potential of natural fabrication processes and materials.
#MarathonTheGame
Marathon Art Style (a short thread). First of all thanks to everyone for all the kind words and enthusiasm for the art style/direction in our announce trailer, it's been amazing to see. This was the result of many talented artists working together, with the support of an amazing
Some of the NPC's I had the please of designing over the years on Destiny for
@DestinyTheGame
. Eris Morn, Emperor Calus, Suraya Hawthorne, The Techeuns, and my personal Fave the Emissary of the Nine:)
Massive congrats to every
@Bungie
and
@DestinyTheGame
and team on The Final Shape, stuck the landing:) Throw back to some design work I did very early on D1 and 2
Thread! Dusting off a bunch of graphic design & illustration work I did over the years for
@DestinyTheGame
. Class items, emblems, enemy factions, sigils, brands, events etc.
A few of my favorite pieces of Guardian gear from back in the day, Insurmountable Skullfort, Celestial Nighthawk, Dawning helms, Heart of the Praxic Fire, SRL, Arachnid etc.
The Fremen Stillsuit was the first costume I worked on with Denis Villeneuve. We started wide and narrowed pretty quickly to something close to what you see in the film. A lot of talented folks collaborated, I’m happy to have been part of the process.
The Crysknife was one of the first props I worked on with Denis Villeneuve and Patrice Vermette. The goal was to achieve something that felt simple and powerful, with a layer of detail in the nuances of the carved texture.
A lot of you have already identified many of our visual influences, Mirrors Edge, Aeon Flux, Ghost in the Shell, Otomo, Koji Morimoto, The Designers Republic, Chris Cunningham, are all definitely in our "stew" of inspiration.
production and marketing team. There's been some curiosity around what we're calling the Marathon art style, hopefully this sheds a bit of light on it. Officially we call it "Graphic Realism", this is mainly a production facing term,
The work of Alberto Mielgo and the affect Into The Spiderverse had on Blockbuster animation has given us a ton of strength and confidence to take more visual & creative risks.
meant to frame how we think about and prioritize aspects of our visual world. On one side it's about a simplified/deconstructed universal design language, strong graphic design and color statements, and limited materials. The other side is about realistic
OG Marathon, and Wipeout (to name few) are full of interesting visual qualities and ideas, just as much as next/current gen games like Death Stranding, God of War, and The Last of US are.
proportions & scale, implied functional & detail, and a generally grounded world. We're focused on creating visual "brand" of science fiction, that (hopefully) feels fresh and stands the test of time.
There are also a ton of influences outside of games. Product and apparel design, photography, science, conceptual art, cinematography, sports like Formula 1 and MotoGp etc. are all big sources of inspiration.
Giving ourselves freedom in limitation through a defined set of executional constraints will hopefully help us get there. We are looking back at games from previous generations for inspiration just as much as we are looking forward. We believe Games like Metal Gear Solid 2,
A few years ago I had the opportunity to contribute to the visual design of the Vicis Zero 2 football helmet. The helmet turned out looking great thanks to their team of engineers and designers. Vicis is pioneering safety in helmet design & engineering.
At long last able to post some of the costume concept design work I did for Apple+ Foundation series. Costume designers Kurt & Bart doing great work as usual.
After 7 seven amazing years
@Bungie
working on
@DestinyTheGame
I'm moving on to other projects. Bungie was a great place to work and Destiny was/is an amazing game and only getting better! Thank you Bungie!
Have to pinch myself sometimes. Very lucky to get to make work like this.
Announcement trailer for
@Bungie
new game MARATHON!
Killer team:
Directed by
@PatrickClair
and
@raoulmarks
, Spaceships by
@PaulC04
and GUIs by
@MichaelRigley
. Feat. Heavy Metal by Justice + Remixed
Can't help but be inspired by the idea that there's a symbol out there like the
#ghostofkyiv
bringing some hope in a time like this. 🇺🇦
#StandWithUkraine
A while back I had the opportunity to contribute concept designs for Tom Hanks helmet in Apple TV's SciFi film Finch, courtesy of Kurt&Bart
#conceptart
#Finch
@SplitScream
@DestinyTheGame
Inspired my moth/butterfly wings, which can look like ink blot tests, I do like the metaphor that's its up to the "viewer" to interpret the meaning:)