Initial concept for the Traxus faction intro
Xuebing Du
PUT YOUR BEARD IN MY MOUTH
RMH

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Stranger Things

Product Placement
Noah Kahan

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EXPECTATIONS
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Andulka
$LAYYYTER
KIROKAZE
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@dimagoryainov
Initial concept for the Traxus faction intro
Design for Vulcan, the Traxus faction agent.
Marathon- Ares railgun concept art
Destiny 2: Lightfall- Neomuna Harbor Architecture
Concepts for the aerodynamic fin structures that line Neomuna's coast. My thinking was that as Neptune's intense atmospheric flow comes off the ocean and meets the shore, these structures would help channel it into the city where it would go through various turbines and intakes to generate power.
Painting, mood board, and base model for Savathun's Throne World castle. Result of a massive collaborative effort with our incredible World Art and Palette teams.
Concept art for Savathun’s ship in Destiny 2: The Witch Queen.
A couple of early explorations for the Witch Queen.
Image 1: An early pitch for the final showdown with Savathun taking place on an island inspired by Arnold Böcklin's Isle of the Dead. The painting shared some common themes with the Throne World, with Arnold even writing to the original patron "You will be able to dream yourself into the world of dark shadows." The goal was to create our own "mythic sci fi" version of this.
Image 2: Guardians traverse the marshes of the Throne World. In the distance, a long forgotten Pyramid, split in two, is being consumed by the swamp.
Palette designs and exploration for Savathun's Throne World, with some mood boards included. Some of these were done rather early in the process to help us figure out how to evolve the Hive palette. The goal was a balance between something that feels unsettling and foreboding, yet elegant and ornate. Another key theme was this idea that Savathun is constantly observing the player. Not matter where you go in the Throne World, she knows where you are. You see only what she wants you to see. One of the ways we show this is through the "eye windows". She sees you, always.
Designs and Mood Board for the Relic space in Destiny 2: The Witch Queen
Small collection of concepts aimed at exploring the visual themes of the Vow of the Disciple raid, as well as the overall Pyramid palette.
Design and Mood Board for Ager’s Scepter exotic trace rifle.
Graphic design work created for the Vow of the Disciple raid in Destiny 2: The Witch Queen.
Really fun challenge as some of these had to represent rather complex concepts and emotions. Also included is a collection of secondary graphics that while don't directly influence gameplay, still relate to Pyramid ideology and history, as well as a mural that (in an abstract way) depicts some of Rhulk's own history. I really wanted to use the branding as another way for us to introduce color into the dark, brooding environment of the Pyramid.Close
Crystocrene gear set concepts created for Destiny 2: Beyond Light
Visit my ArtStation for more:
https://www.artstation.com/chimodos
Branding designs for the Exo facilities on Europa created for Destiny 2: Beyond Light
Designs and mood board for the Deep Stone Crypt raid weapon set created for Destiny 2: Beyond Light
Branding refresh and mood board for the Trials of Osiris. The goal was to evolve the branding enough for it to feel new, but without getting rid of the iconic elements of the original.
Design and ref board for Felwinter's exotic Warlock helmet in Destiny 2: Season of the Worthy.
I generally try to infuse Gary Oldman into as many designs as I can.