World at War 66 Graf Spee
2019
World at War 66: Graf Spee (selected pages)
This was my first issue working on World at War magazine for Strategy & Tactics Press.
/ / / / / / / / Magazine Layout Indesign Strategy & Tactics Press 2019 Richard Aguirre

Origami Around
TVSTRANGERTHINGS
official daine visual archive

blake kathryn

pixel skylines
taylor price
untitled

ellievsbear

No title available

★

Love Begins
One Nice Bug Per Day
sheepfilms
🩵 avery cochrane 🩵
I'd rather be in outer space 🛸

shark vs the universe
YOU ARE THE REASON

Kaledo Art

⁂
let's talk about Bridgerton tea, my ask is open
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seen from Switzerland
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seen from Colombia
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seen from Germany
seen from Jordan
@artbyaguirre
World at War 66 Graf Spee
2019
World at War 66: Graf Spee (selected pages)
This was my first issue working on World at War magazine for Strategy & Tactics Press.
/ / / / / / / / Magazine Layout Indesign Strategy & Tactics Press 2019 Richard Aguirre
2019
15 Nations: Sa-Swt-Ka Armor Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Swt-Ka are a nation of necromancers who use spirits and skeletons to fight their battles.
The leviathan is definitely my favorite drawing in this set. I based it on an orca skeleton. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2019
15 Nations: Sa-Swt-Ka Cavalry Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Swt-Ka are a nation of necromancers who use spirits and skeletons to fight their battles.
I started to get real tired of drawing horse legs during these. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2019
15 Nations: Sa-Swt-Ka Infantry Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Swt-Ka are a nation of necromancers who use spirits and skeletons to fight their battles.
I had a lot of fun drawing these monsters and figuring out which kinds of skulls to use for the different units. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2019
15 Nations: Ceurelian Cavalry Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Ceurelians are a peaceful multi-ethnic merchant nation traveling the world in flying islands. For this wargame I focused on Ceurelian sky pirates who scavenge any kind of technology they can find. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2019
15 Nations: Ceurelian Armor Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Ceurelians are a peaceful multi-ethnic merchant nation traveling the world in flying islands. For this wargame I focused on Ceurelian sky pirates who scavenge any kind of technology they can find.
Designing these units starts to get challenging when the needs of the game force you to ask 'what would an armored ground transport look like for sky pirates?'. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2019
15 Nations: Ceurelian Infantry Card illustrations for my 15 Nations card game drawn during Inktober 2019.
The Ceurelians are a peaceful multi-ethnic merchant nation traveling the world in flying islands. For this wargame I focused on Ceurelian sky pirates who scavenge any kind of technology they can find. / / / / / / / / Drawings Pen & Ink, Marker, Photoshop 15 Nations Tactical Card Game October 2019 Richard Aguirre
2018
Sugar Skull and Witch
For Halloween 2018 I decided to mix it up a bit. I got a white pumpkin to paint up in a Day of the Dead theme and a tall, narrow squash to turn into a witch. Pumpkin guts worked for the hair and the squash had a few big bumps that I saved and stuck on at the end for warts.
/ / / / / / / / pumpkin carving folk art October 2018 Richard Aguirre
2018
Space Pirates Branding Materials:
This was my first final semester-long team project at the Entertainment Technology Center. We created a local-multiplayer augmented reality strategy game for smartphones with ARKit.
To support the project, I created a suite of branding materials including logo, poster, half-sheet and team photo. I created the illustration using a lot of reference material along with some 3D modeling for the coins and crate by Alan Turner. This was the first time I’ve used 3D models in an illustration and it was a pretty cool process. I designed the coin in Illustrator, then Alan used MudBox to “stamp” it into a disc and made renders of it from different angles. Then I applied color adjustments to those images and brought them into the layout. For the main figure I looked at lots of NASA photos as well as Sailor Jerry tattoos and custom motorcycles to get ideas for how a space pirate might customize their suit. I’m really pleased with the result.
The compass image is a marker token we used to let the networked phones synchronize their AR spaces.
You can see the project website here: www.etc.cmu.edu/projects/space-pirates
/ / / / / / / / Logo, poster, half-sheet, team photo, game token; Illustrator, Photoshop, Indesign, MudBox, Maya; Semester pitch project; Spring 2018; Group Project with Ketul Majmudar, Pradnesh Patil, Alan Turner, Mengqi Wu
2017
Digital District Demo Video:
This was my first second semester-long team project at the Entertainment Technology Center: a prototype virtual reality city planning tool for the City of Pittsburgh and the Remaking Cities Institute at CMU.
Our team created a VR simulation of Pittsburgh’s Baum/Center corridor using GIS data and lots of low-poly modeling. Our prototype tool let planners and students change the height of buildings, swap their usage type and add bike or bus lanes to roads. The user could then preview their scene at different times of day and weather conditions as well as see the scene in miniature from above or color-coded by zoning. We included active traffic, pedestrians and sounds to enhance the immersion and sense of place.
My primary role on the project was as UI designer. I also helped with environment and character textures as well as some 3D models. Thanks to Carl Zhang for putting together this video.
You can see the project website here: www.etc.cmu.edu/projects/digital-district
/ / / / / / / / Prototype virtual reality city planning tool; Platform: HTC Vive; Semester project; Clients: City of Pittsburgh Dept. of City Planning & The Remaking Cities Institute; Entertainment Technology Center, Carnegie Mellon University; Fall 2017; Group Project with Carl Zhang, Jason Monahan, Lucas Luo, Vaishnavi Yathirajam and Ziyu Zheng
2017
Digital District Branding Materials:
This was my first second semester-long team project at the Entertainment Technology Center. A virtual reality city planning tool for the City of Pittsburgh and the Remaking Cities Institute at CMU.
To support the project, I created a suit of branding materials including logo, poster, half-sheet and team photo. I wanted to give people the feeling of being able to step through a doorway into the future with visual references to Star Trek’s holodeck and other sci-fi technology.
You can see the project website here: www.etc.cmu.edu/projects/digital-district
/ / / / / / / / Logo, poster, half-sheet, team photo; Illustrator, Photoshop and Indesign; Semester project; City of Pittsburgh Dept. of City Planning & The Remaking Cities Institute; Entertainment Technology Center, Carnegie Mellon University; Fall 2017; Group Project with Carl Zhang, Jason Monahan, Lucas Luo, Vaishnavi Yathirajam and Ziyu Zheng
2017 Bullet Train Death Battle Pitch
This was a game pitch for Jesse Schell’s game design class at Carnegie Mellon University. The project was to work in teams to come up with an innovative new game concept and pitch it to a panel of industry professionals. My group dreamed up Bullet Train Death Battle, a MOBA-inspired vehicle combat game.
Players would team up to protect their train while making attacks on the enemy team’s train as the two roll along in parallel on an endlessly looping map. Players choose vehicles from scout, tank, offense or defense classes, each with their own attacks and special abilities to support their team.
To support the pitch I made illustrations of vehicles, their drivers, a map, UI and splash art. We were going for an Overwatch-meets-Mad Max kind of vibe. I’ve also included an early concept for a racetrack from when we were thinking in a more Mario Kart type of direction.
/ / / / / / / / Board Game pitch; Game Design, Concept art; Illustrator, Photoshop; Group project with Pradnesh Patil, Brad Plaxen, Jehan Sandhu and Matthew Stone Entertainment Technology Center; May 2017
2017
Northwest Passage
I created this game for Jesse Schell’s game design class at Carnegie Mellon University. This assignment was called “The Frontier of Freedom” — we could make any kind of game we wanted — so I made a game about the frontier, specifically the Lewis and Clark expedition. I had recently read Stephen E. Ambrose‘s book on the subject, Undaunted Courage and I was interested in making an educational game.
NW Passage is a light tile-laying game in which 2-3 players fill in the gaps between St. Louis and the Pacific Ocean while trying to be the first to visit key features along the way. Each player controls their own little boat and tries to manage its weight against their food supply as they move across different terrains. Each ecosystem has its own color-coded hunting dice that yield food, trade goods or bear attacks.
I kept the art pretty simple in this project since I knew I would have lots of iterations. I made quick textures from Photoshop filters and set up layer masks for easy tile making.
I had this game idea in my head for a while but it wasn’t until this class that I figured out how to put together the elements of a known destination (in a known direction), a randomized route, a finite number of tiles, and an enjoyable race to the finish. Making a big ocean tile for the ending helped, along with a distance template to make sure the tiles would line up. Coming up with the right tile-laying restrictions was the other piece of the puzzle. I also had to try a lot of small tweaks to get the flow of the experience right so it didn’t drag on or become a sure thing halfway through.
/ / / / / / / / Board Game Light strategy game, 2–3 players, 30-45 minute play-time; Illustrator, Photoshop, InDesign Game Design; Entertainment Technology Center; March 2017
2017
Project Fanfare Branding Materials
This was my first big team project at the Entertainment Technology Center. A mobile phone app to be played at baseball games during downtime.
To support the project, I created a suit of branding materials including logo, poster, half-sheet and team photo. Looking back on it, I’m really pleased with the logo. I made customized letter-forms and did a lot of fine tuning on the vector shading and colors to get the sports team logo feel.
You can see the project website here: http://www.etc.cmu.edu/projects/fanfare/
/ / / / / / / / Logo, poster, half-sheet, team photo Illustrator, Photoshop and Indesign Semester project Entertainment Technology Center Carnegie Mellon University January 2017-May 2017 Group Project with Programming by: Yong Wong, Ramya Sriraman & Zoe Qi; UI art by: Richard Aguirre; Game Design by: Eric VonFischer, Brynn Gelerman and Richard Aguirre
2017
Work In Progress: Love’s Labours pre-show experience
Here’s the group project I’ve been working on for my Themed Entertainment class. It’s a lobby display for the CMU production of Love’s Labours Won — a sequel to Shakespeare’s play set at the end of WWI. For our experience we decided to install 3 vignettes in the lobby of the theater: a farmhouse where a family waits for their soldier father, a trench where he served, and a medical tent where he died. The house includes a phone with a speaker inside constantly calling out a warning, the trench has periscopes with videos of war footage and the tent will have a book with a constantly updating casualty counter. This will be in the lobby of the Purnell Center on the CMU main campus from now until the week after Thanksgiving. We have a few more things to add to it in the next few days so stop in after Wednesday and check it out before seeing the show if you’re in Pittsburgh!
/ / / / / / / / Themed Entertainment Installation / Sculpture / Painting September–November 2017 Richard Aguirre, Jason Monahan, Brynn Gellerman, Olivia Green, Paggy Zhu, Carina Carbett and Emily Nees
2017
Orc Pumpkin
Happy Halloween everyone! For this year’s challenge I carved an orc. This wasn’t as big a pumpkin as I’m used to carving so it was a bit tricky.
/ / / / / / / / pumpkin carving folk art 3 hours about 12” tall October 2017 Richard Aguirre
2017
Give Kids the World Installation : Finished
Summer project commissioned by the Entertainment Technology Center in honor of the theme park Give Kids the World. This was a collaboration with Megh Jagad and Jehan Sandhu. The touch-screen in the center displays videos of past projects that the ETC students have done in collaboration with Give Kids the World. The interface is themed to look like a storybook. The sculptures and backdrop portray characters and locations from the theme park. I incorporated LEDs in the sky that fade in and out as well as blinking lights in the thundercloud that conceals the screen’s mounting arm. The small computer that runs the installation is hidden behind the scenery and the lower half of the scene pulls away for maintenance. Megh was responsible for editing the videos and creating the software interface that runs them. He and Jehan both assisted me in the shop during construction. I was responsible for designing, sculpting, painting and and assembling the physical components.
/ / / / / / / / Themed Entertainment Installation / Sculpture / Painting July–August 2017 Richard Aguirre, Megh Jagad and Jehan Sandhu Characters and illustrations are property of Give Kids the World Thanks to Janice Metz, Dave Purta, Valerie Sufranko, Jahee Cho, Steve Audia, Bryan Maher and Jon Underwood for their help and support