Lightspeed (2022)
Illustration and concept art for a faction of a sci-fi board game codenamed "Light Speed" by Borderline Editions. I had to stop the project because I was hired fulltime. This faction was inspired by insects and was a hivemind with some kind of queen. Graphic design overlay provided by Borderline Editions.
DEICIDE
"Deicide" is the first video game by Indie studio Morning Crescent. It's a boss rush game set in Ancient Egypt with a stylized aesthetic and over the top action. I was the first artist to join the project back in 2022, as the art director and lead concept artist and I have been working on it ever since.
This small preview is what has been released on socials so far, the main character, Idriss and two gods, Sobek and Neith. As well as some concept for the first boss arena that takes place in a boat on the Nile and a keyframe art style exploration. More in my password protected section of the portfolio.
DARK FANTASY SITH LORDS
Personal work based on the Sith from "Star Wars". I wanted to represent a more fantasy and less mitilarised version of the siths. Some look more noble, tribal or witch inspired. I also wanted to represent more bodytypes with more skinny, muscular or curvy morphologies. There's also some rough keyframe sketches below.
NECROBIOTIC
A series of props I designed and illustrated for the tabletop RPG "Necrobiotic" by Mitchell Wallace. I had a lot of fun picturing these quirky creative equipment items made for the most part out of junk and reanimated bodyparts. What I liked about the project is that it didn't venture into the gore aspect of the idea but more into the fun, unique and colorful aspect of it.
SQUALE
Another personal project I had in mind was to design an idealised version of the sci-fi submarine my crew of characters use in the tabletop RPG "Polaris", the "SQUALE". It is used as a transport/defense vehicle for the squad and also as a transport for contraband alambic jellyfish alcohol. It is far to be finished but it shows a bit of vehicle design.
DIABLO : IMMORTAL (2020)
Back in 2020/2021, I had the opportunity to work on the upcoming videogame "Diablo : Immortal". I did some weapons, artifacts, weapons upgrades and ennemy designs but all of it is under NDA, you'll have to be patient like me to see it.
The Wildsea (2017)
Back in 2017, when I was starting out as a professional, I was hired to concept design an entire universe with it's creator, Felix. Together, we imagined the races, the cultures, the creatures, the ennemies, the scenes of life etc...
In 2021, after other artists illustrated it, one of the projects became a successful kickstarter "The Wildsea". I wasn't involved in the final product but I had a blast preparing the ground for the other artists.
The form below goes directly to my email adress - I'll reply as soon as possible.
DEICIDE - (Shared with permission - Morning Crescent © - All rights reserved)
"Deicide" is the first video game by Indie studio Morning Crescent. It's a boss rush game set in Ancient Egypt with a stylized aesthetic and over the top action. I was the first artist to join the project back in 2022, as the art director and lead concept artist and I have been working on it ever since.
The first weeks on the project were art style and design experimentations as well as ideas exploration as there was no script yet. I was making things up and gathering references to build up a quick style guide with my inspirations and the studio personal preferences for the art direction. We were heavily influenced by "Hades" by Supergiant Games, "Arcane" by Fortiche Production and "Into the Spiderverse" by Sony from the very start as well as american comics inking style.
These explorations were nice but the directors, not having worked with an artist or on a game before, had trouble separating the character design and the art style explorations so I decided to make a template character design with the same costume and lighting scenario to make it easier to compare the different style attempts. It did work better in the end and we settled for a style. I did some variants and a quick scenery to try out our favorite styles on a background/prop.
The main character, Idriss was the first character to be designed and went through a lot of iterations as you can see above and below. He also defined the final art direction and rendering style for the upcoming characters.
Below you can see the final design and model sheet and underneath, the process behind the design. Idriss is a former Nubian slave who joined the Pharaoh's army rank and in a series of terrible events, has to defeat Gods and Goddesses to save their child from death.
Once the first version of MC was done (the one with the grapling hook) I moved on to Sobek the first God you'll fight in the game. He is vicious, strong and cunning.
While desiging Sobek, I also the designed the arena in which you are facing him, on a ghost boat on the Nile.
I then moved to Horus, who is the main character's ally and an important God in the story of the game. He is clever, proud and very well kept.
After the first two gods, I just kept doing more as we have over a dozen planned for the game. The next god in line was Neith, Goddess of war, hunt and wind. It's a different fight from the first one as Neith is actually friendly and sees the fight as a fun challenge and trial for our hero. She actually uses four sets of weapons that are still in the design phase.
She went through the most revisions and eventually we went for the anthro route to keep consistency between all the gods. I loved the centaur idea but it was considered too technically difficult.
I also did a bit of research for her arena but not much, as our focus is on the character design for the moment.
I'm currently working on two gods, the first one being Anubis, Master of the Necropolis and Protector of the embalmers. I went for an undead spirit werewolf according to our needs for the story and gameplay.
The other god that is being worked on at the moment is Toth, God of knowledge, writing and science.
I also worked on other Gods and Goddesses during different stages of the project before Neith, Anubis and Toth. They will get redesigned at some point. Here is a sample of them.
My responsabilities were not only limited to concept art, I was also involved in storyboard, animatics, recruitement for the art team and paint overs, painted on top of the 3D model by our artist, Liana Cannon. The last images were done for an animatic test in after effects earlier during the project as we would like to do moving two 2D animatics.
Thank you very much for your time.