Saturday, December 29, 2012

'Reload' - no holds barred

All tricks allowed when you're fighting for survival, be it a heavy machine gun or a clever ambush. Most importantly - stay alive...

Battle mech "Hammerdown" driven by Lich. not exactly a pleasant combination. Avoid at all costs. In the event of meeting - destroy immediately, for example with 60mm 'Firestorm' machine gun from elevated position. It case of getting noticed... oh, well.

Occasionally, you have to set a trap and get on top of things to clearly state your intentions, like here, with T-30 'Hellraiser' gun with armor piercing bullets. Reapers tend to have thick skulls, so it's better to be safe than sorry.

Friday, December 28, 2012

'Reload' - into enemy's territory

Once (if) you manage to get into Neo-Berlin, things usually tend to get more complicated...

Fortified wall, called by Death Runners 'New Berlin's Wall', separates the wasteland and ruins of the outskirt from the central part of the city under control of the mutants. Not exactly a place for holidays. That's UAV's final stop, if it's not destroyed earlier by some rogue mutant packs. Once unloaded, most UAVs end up in the moss surrounding the wall or are being used for augmenting the wall itself.

Sometimes things just go bad. There is no shame in running your ass off, when you're about to get fried if a gang of Berserkers won't get you first.

Thursday, December 27, 2012

'Reload' - rescue mission begins...

So, here we go. Jim is on his self-initiated rescue mission, arriving at the vicinity of destroyed Neo-Berlin.


The farmost outpost of the Empire, East-9, situated on the eastern border of Neo-Berlin. A new delivery of war prisoners is about to arrive. The outpost is heavily fortified, with thick outer walls and almost fully mechanized, so the soldiers don't have to go out too often. Flying surveillance cameras patrol the grounds 24/7. The main purpose of East-9 is to send human transports into the infected zone using UAV (Unmanned Armored Vehicle), controlled remotely from the outpost.


Time to suit up. Nothing like borrowing a prototype of PowerSuit and taking it for a test drive. Perhaps as a stowaway in UAV?

Tuesday, December 25, 2012

Feature in SFCALR Issue #1

Several of my works have been featured in Issue #1 of a new e-zine SFCALR, which stands for 'Sci-fi concept art & literature review' (website here). Many cool images overall and some interesting articles, so if you have a chance, check it out.

Monday, December 24, 2012

One-on-one training available from January 1st!

An interesting news (I think) for all aspiring concept artists and sort of a New Year's gift ;) Starting from January 1st 2013, I'll be providing one-on-one training regarding concept art field. Anyone interested will find all the info here: http://www.ak-art.net/103582/mentorship

Merry Christmas, mates.

Wednesday, December 19, 2012

'Reload' - project introduction

Jim knew he's running out of time. Darkness embraced the ruins. He could pick up more and more unsettling sounds - a long haul, mad laughter, some insane screams. Wonderful. Instinctively, he glanced at the glowing dimly ammo counter. Very few left. Too few. If they spot him, he's history. He felt the weight of a couple of plasma grenades by his belt but that would only slow them down for a while.

He tried calling the base again but all he could hear was static. The damn mutants must have installed a jammer on top of one of the buildings. Well, no choice, he's going to have to get to the nearest outpost on his own, before Scouts with Pit bulls start their night shift. Jim cleaned the fatigued screen of portable locator and activated satellite image of segment A3. The closest safe house seemed to be about 2 clicks NW. Impossible to say if it's still intact. Can't help it. He confirmed the destination. A tiny blinking compass with a red dot appeared in the corner of his goggles. Jim checked all his equipment, took a deep breath and like a ghost engulfed into the darkness.


'Reload' is a personal project, a visual development of a post-apocalyptic sci-fi story, suitable for FPS or an action movie. Several polished concepts will be posted very soon but first, here's a little background to the story:

TIMELINE of EVENTS

Year 2024

In a secret laboratory C-21, in Neo-Berlin, a research is being held, aimed at creation of 'super soldier', a unit resistant to every biological weapon known to mankind and able to fight in nearly every condition. The project is called 'Black Dawn'. Dozens of prisoners, provided by overcrowded prison facilities, serve as Gennie pigs, and are subjected to mutagenic bio-fluids and experimental radiation that modifies DNA. Most of them die in the process, although some survive and undergo the next stage of research. The laboratory and all the subjects are kept in a hidden underground complex under military supervision.

Year 2027

On territories of Europe and Asia a war breaks out, between Easter Kingdoms and United Empire. Trident, a powerful international corporation and main weapon manufacturer, with over 80% of global market share, supports UE. Special kind of neutron bomb is created, tailored to DNA strings of Asian nations, designed to wipe the enemies of EU in one stroke. However, not everything goes according to the plan. EK spies intercept a coded message and a deadly missile transport is taken by the Kingdom.

Missiles are reprogrammed, enriched with powerful explosives and Europe is hit with a dozen of missiles, aimed at the largest metropolises. Around 50-60 ml people die in the blasts. One of the missiles explodes in the heart of Neo-Berlin, partially damaging the underground laboratory. Strong radiation kills the staff and guards but a few dozens of prisoners in advanced stages of experiments survive. However, their bodies and immune systems, not yet fully developed, undergo unpredicted mutations. Additionally, lab chemicals released from damaged tanks mixed with radiation, infect all living creatures in approx. 20 km2. The bottom line: over 200.000 infected with something that later is called 'Stain'.

Year 2029

The remaining population of Europe is evacuated to territories of the former US and Africa. Trident bombs don't leave permanent radiation but distress calls come from Neo-Berlin. Several military patrols, looking for survivors, don't report back to their base. The command headquarters of United Empire believes that the Kingdom has some of its troops in the area, seemingly planning to expand its territory. A couple of divisions are send to Neo-Berlin in order to provide a detailed report.

The report shocks the entire command. Neo-Berlin doesn't belong to humans anymore. A blood-thirsty army of mutants controls the once thriving metropolis.

A decision is made, albeit slightly unwilling, to nuke Neo-Berlin and prevent the possible spread of whatever caused such drastic situation. However, before the launch is executed, the command receives a message from Neo-Berlin. Each month, Empire is to send a transport of 'fresh human meat' into Neo-Berlin. Any disobedience will be punishable by launching mutagenic missiles towards the lands of the US and Africa. Additional warheads would be detonated over Atlantic Ocean in order to contaminate the waters. The same thing will happen should the Empire decide to attack.

It became obvious that the mutants must be controlled be someone intelligent, maybe a whole group. Partial reports send by numerous (and quickly lost) agents from Neo-Berlin allow to form a theory that among the mutants there are about 30 very smart and extraordinary resistant members.

The cause of the outbreak is still unknown. To gain some time, Empire decides to follow the instructions, using war prisoners and dangerous criminals, some injected with infectious diseases. At the same time, small units of highly trained commandos, called 'Death Runners' are send into Neo-Berlin in order to infiltrate the enemy units, sabotage any important facilities, gathering data regarding the mutation and, if possible, terminate the leaders.

PLOT OUTLINE

The main protagonist, Jim Dover, is one of the future Death Runners. As an outstanding marine, he's been sent to the military base near German border, from where Death Runner squads dispatch, to undergo extensive training. During the first few weeks spent in the base, Jim make good friends with Lance McCoy, a technician and radio operator. Jim's sister, Elaine, is a biologist who works in another base.

One day, Lance informs Jim that helicopter transporting some military personel, including Elaine, has been shot down near borders of Neo-Berlin. Operators intercepted short S.O.S. transmission broadcasted by Elaine. She and reportedly few others survived the crash and managed to hide in an abandoned TV station on the eastern outskirts of the city. However, they have no food or medicaments, and it's probably only a matter of day or two before mutants will sense their presence.

Jim reports to his commander, capt. Monroe, requesting explanation why wasn't he informed about the event and why was his sister included in a field operation, when her contract doesn't require her to do so. However, Monroe refuses to explain and when Jim demands an immediate rescue mission, he is send to solitary for insubordination. He knocks down MPs officers and hides on a transport of prisoners that is about to take off towards Neo-Berlin. Just before the flight, Jim contacts with Lance and explains the situation. Lance agrees to assist him remotely in whatever way he can.

The transport lands in the heavily guarded, far-most military outpost, near the west border of the city. While evading MPs, that has already been notified about a possible presence of a stowaway, Jim manages to find some weapons and also the PowerSuit - a prototype of a semi-organic body armor, that amplifies strength and agility. Jim "borrows" it, and sneaking out of the base, begins a journey through the devastated city.

KNOW YOUR ENEMY

A line-up of known mutants and their brief descriptions (from left to right):

1. SCOUT
Due to their numbers, Scouts are regarded the main units patrolling the infected area of Neo-Berlin. They are not very strong but can see quite well in the darkness. They also guard minor mutant outposts and less important facilities. Their military outfit suggests they are former soldiers or guards.

2. PIT BULL
Common name for what seem to be genetically modified dogs, tigers and such (some probably being former inhabitants of local zoos), bigger and more dangerous than the ordinary ones. Pit bulls are used, among others, to track spies and agents, as they are able to detect uninfected humans. Their bite transfers 'The Stain'.

3. BERSERKER
Human deformed into a big, ugly mutant who's brain has been clearly damaged by the radiation and/or toxic fumes. Turned into a mindless beast, Berserker attack anything and everything, including other mutants. Some Berserkers, who are caught and kept under control by other mutants, are additionally enhanced with cybernetic exo-skeletons and/or armors, which makes it much harder to have them killed.

4. TROOPER
The most common mutant, a closest to a soldier and mutant's 'cannon fodder'. Troopers are sent to engage and destroy every detected Empire unit, intercepting their weapons and protective gear. The Empire believes the bulk of mutant squads comprises of former citizens of Neo-Berlin, some perhaps from military units..

5. REAPER
It's mutant encapsulated in a big mechanical, semi-cybernetic armor, originally used by military and demolishing units. Usually, it's send to engage larger vehicles or heavy weaponry.

6. LICH Similarly to Reaper, it's a mutant, partially fusioned with a 'battle mech', among Death Runners known as a 'walking tank', thanks to heavy 'riot shields' it tends to drag with him. Not very fast but thick armor and fast regenerating body tissue make it nearly impossible to kill.

7. NECROS
Very mobile and resilient mutant, using advanced MobileSuit technology, who additionally seems to posses limited psionic skills, allowing him to command other mutants around him. Not much is known about this kind and it's hard to get a good look at them but the Empire suspects that Necroses may be the ones in charge. Their real origins, unknown to the Empire, lead back to C-21 and 'Black Dawn'...

More action concepts coming soon..

Wednesday, December 12, 2012

Set designs - part 1

Here are the first three sets, many more coming soon.



Someone couldn't wait till Monday morning bank opening to withdraw?


A cosy bar.


"He was always such a nice, quiet neighbour..."

Thursday, November 29, 2012

What's coming soon? Quite a bit.

Wow, a month without a post? Sorry, been quite busy, working on a variety of things but lots of stuff is coming soon. I've started a couple of my own projects which I'll post by the end of the year - one post-apocalyptic action-packed, full of nasty creatures and man-on-mutant combat. The other, very contemporary - a series of set designs of great variety, from creepy serial killer's basements to bright and cheerful cafeterias. In anticipation for these projects, a new version of my portfolio has been released, which you can check at the usual address: www.ak-art.net

Thursday, November 1, 2012

'Cloud Atlas' concept art

After year and a half, it's time for some of many concepts done for 'CA' to see the light of a day. I updated the portfolio, so if you want to have a look, go straight to the gallery. Hope you like the pieces and any comments are, of course, welcomed.

It was a very exciting project to be on and I'm happy it turned into a thrilling film of epic proportions.

Most of my designs for the movie belong to this sci-fi part that takes place in Neo-Seoul (Nea So Copros). From day one, I was working on the city's overall appearance (downtown and old part), Papa Song restaurant, city's transit system and the main two vehicles - Enforcer's Gunship (winged, attack ship) and Skiff (which Somni and Chang use during the chase/escape sequence).

For Zachry''s post-apocalyptic story, I worked on Meronym's props and gun, Kona warriors' weapons as well as on the enormous 'hovercraft' used by Meronym's tribe (the final movie version is more streamlined).

Overall, the project was a blast. I met a bunch of great people, including other very talented and experienced artists like Peter Popken or Steve Skroce, and all three directors who are very approachable and friendly. Babelsberg Studio is a great place which I hope to visit again, for another production, should I have a chance. My work was just a small drop in the whole design process but 'what is the ocean but a multitude of drops' ;)

Tuesday, October 23, 2012

Listen to an amazing 'Cloud Atlas' soundtrack!

'Cloud Atlas' original score has been released today. It's a great musical feast that hopefully will be nominated for Oscar this winter. You can listen previews here and if you like it - buy it!

And October 26th is almost upon us. Once the movie is out there, I'll share some of many concepts I created for it, so stay tuned.

Monday, October 8, 2012

Project 'Absolutum', image 5: nomadic army

United nomad tribes before the attack on the capital in the climax of the story. Although technologically outmatched by the Empress, nomads are able to equal the terms of engagement. Large Monsoons, serpent-like creatures from the far reaches of the Outer Lands, are armored and used both, as a troops transportation and a weapon. Though they are pretty slow and are not particularly dangerous by themselves (apart from their sheer size), augmented with the hoover-engines, they can be used very efficiently as a 'living hovercrafts' and rams. Floating above the ground allows nomads to steer them over sharp rocky terrains that normally keep Monsoons at bay. Smaller units, called Zephyrs, are used typically for combat. These are fully mechanical, usually composed from elements coming from Desert Trains and shot down Frigates.


And some initial roughs:

Sunday, October 7, 2012

Project 'Absolutum', image 4: air-frigates

Flying ships powered partially with Arcalum are the main royal vehicles, capable of transporting goods, orb from the Outer Lands' mines or soldiers. There are three types of Frigates - War Frigate, Transport Frigate and Scout vehicles. Basically, powerful turbines provide a push while the strong wings, controlled bio-mechanically, keep the frigate in the air and at the correct altitude.

Saturday, October 6, 2012

Project 'Absolutum', image 3: hatchery

Although it was a daunting task, the Empress and meta-alchemists discovered how to artificially breed prestoses, using a variety of substances and quasi- magical machinery to create and keep hatchlings alive. Although such prestoses are much smaller than the ancient ones and don't live long, their bodies still produce a protective lining inside of cocoons that is processed into the precious Arcalum. Entire hatchery is controlled by the Empress and can only be accessed by trusted servants, psionics and meta-alchemists.


And some initial sketches/ideas:

Friday, October 5, 2012

Project 'Absolutum', image 2: throne room

The throne room of the Empress. Several powerful psionics feed the 'psi' pool surrounding the throne. Thanks to the constant energy flow, the Empress can 'monitor' the thoughts of every single citizen in the kingdom, efficiently preventing any resistance groups from being formed. It also allows her to find a potential candidates for her troops. Psionic energy can also be utilized for attack/defense, though apart from psionics and Executioners, it's forbidden to be used by ordinary people.

Thursday, October 4, 2012

Project 'Absolutum', image 1: capital city

A concept for another of my personal projects (yes, I have plenty of those :) called 'Absolutum'. The story, a pretty complex one, takes place in a futuristic fantasy-like kingdom in totalitarian setting. The world, full of bio-engineering, meta-alchemy and psionics is ruled by the Empress, a quasi-immortal with powerful psychic powers thanks to her longevity and numerous mutations. The magical substance called Arcalum is the base of her power. Arcalum is used to run machinery and weaponry developed by royal meta-alchemists as well as a high-energy fuel source used in air-fregates. The rule of the Empress is eternal and unthreatened. Or so it seems.

The city, with the main 'stem' divided into dozens of levels, is built among the remnants of giant nests of ancient dragon-like creatures, extinguished many eons ago. The lining of their partially preserved cocoons was used by the first meta-alchemists to create original supply of Arcalum.

Thursday, September 27, 2012

A few thumbnails

Currently, in my free time, I'm working on another mini-series, much more epic in scale, which hopefully I'll show you guys in about 2 weeks. In the meantime, here's some thumbnails I made a while ago, just to show a few different ways of creating these little buggers (or at least some methods I use). Each method results in slightly different outcome, so it's good to try them all when looking for a shape you like.

v1 - silhouettes created with black marker or digitally. Since silhouette is vital to a good design, it's good to bang out some of these first, without thinking about any details - just the shape.

v2 - soft marker tip (e.g. in Copics Sketch line) is good for creating more curvy lines, with varying thickness, a bit like in comic books.

v3 - pencil is great for more detailed approach. For thumbnails, a simple mechanical pencil will do. Start very lightly and then tighten stuff up. An alternative way is to use pencil first (normal or blue) and then trace on top of it with a pen.

v4 - marker and pen combo is a nice combination I use quite often, also for bigger sketches. First, sketch some loose shapes with a light marker (I use Copic's C2 or C3) and then sketch the lines with a pen.

Happy sketching!

Wednesday, September 19, 2012

Buggy (TX-4 series)

For reconnaissance purposes, quick transport and perimeter checks, the facility is equipped with several buggy-like vehicles. They are adjusted to a harsh off-road environment of TX-4. A buggy takes a driver, a navigator and has enough space for some basic gear. Just like the heavy carrier, each unit is equipped with a single missile launcher. Missiles are often signal flares or scanning devices that can be fired in order to gather data from an unknown area before the buggy gets there.

Tuesday, September 18, 2012

Armored carrier (TX-4 series)

Heavy carrier is used for moving larger pieces of machinery, staff, orb samples, etc. A single carrier can transport up to 20 people. Due to the size of a unit, the hangar area is equipped with robotic arms that are used to replace vehicle's energy reactors, recharge oxygen supplies and carry out various maintenance tasks. As a precaution, each carrier has two heavy ray guns and ion missile launchers for offensive actions, though so far such means were not necessary.

Saturday, September 15, 2012

Approaching TX-4 (TX-4 series)

Third concept in the mini-series, though chronologically, it would be the first one (then "Descend" and "Docking procedure"), showing the alien construct from space and the new arrival. Two vehicle designs will follow.

Friday, September 14, 2012

Docking procedure (TX-4 series)

The research base looks like a cross between mining facility and oil rig. The mountain it rests upon is riddled with man-made corridors, through which the samples and machinery are moved. Flying drones inspect any suspicious surface activity and check the integrity of the whole structure. Due to the unknown nature of the artifact and the planet's original climate, the staff rarely goes outside. Docking station, among other things, is entirely automatized.

Thursday, September 13, 2012

Descend (TX-4 series)

One of concepts depicting galactic discovery and its exploration. A planet has been discovered literally pierced with a construct of an alien origins. For the last few years expeditions were sent to establish a research facility, which is still under construction. Once a year, a new transport of technical gear and provisions arrives.

Once through the planet's atmosphere, a crystal-like structure is clearly visible. Although the majority of the planet is not of volcanic nature, the insertion of the structure must have caused eruptions and surface movements, hence the strange looking mountains and rock formations surrounding the artifact. At its base, some kind of radiation has been traced and holographic-like shapes happen to appear from time to time.

Tuesday, September 11, 2012

'BF' sketches - part 1

Here's some sketches I prepared so far, more will follow but a bit later, since for the next couple of weeks I'll be working on several images for an online magazine (very sci-fi, other planets exploration kind of thing, will post them as well). As you can see, some initial ideas for AC's (aero-cars) and the 'van' vehicle.

Monday, September 10, 2012

Unstoppable

Working on the first batch of sketches mentioned before. In the meantime, here's a quick piece of some urban action. Just felt like demolishing something ;)

Tuesday, September 4, 2012

Featured in 'Graffus' e-zine

Polish e-zine 'Graffus', dealing with art and design, published my profile, which includes some top secret background info on me ;) You can have a look here (in Polish).

Sunday, September 2, 2012

Sketching month begins!

It's easy to see that August was filled with polished concepts from my 'Butterfly' project. A few more of this kind will follow but in September, I'll continue the visual development in a bit different form - more loose, more organic, with many iterations and perhaps some crazy forms. In other words - sketches! I decided it's time to grab some pencils, pens and markers and go nuts :) I'll probably use my sexy LED lightbox as well, perhaps some crazy French curves and other 'old-school' tools. The most interesting sketches will end up most likely in Photoshop for coloring. So, expect the unexpected ;)

First of all, I'll take care of several vehicles that you can see indicated in the storyboard below (also an earlier concept 'Battle suit rendezvous' depicts a moment from this particular scene). There will be: HC (hoover-car) the protagonists are using, armored 'van' with ACS Suit inside (see other 3D concept) and turbo-helicopter, used by ZEN troopers. Additionally, I'll take care of AC (aero-car) of the main character, used in several other parts of the story.

Friday, August 24, 2012

Project BF, image 10: Patrol drone

Tenth image in the series. Another mechanical asset - a flying drone, set to control and gather data from certain levels, where the regular police is either too busy or too afraid to visit. Basically, it's a portable camcorder/scanner although it has some basic weaponry in case it needs to 'restore order' or fight its way through a riot.

Thursday, August 23, 2012

Project BF, image 9: Checkpoint

Ninth image in the series. Travel between levels and zones of the city is restricted and security check is required. Since every criminal offense is registered in a police database, checkpoints are pretty efficient way to keep offenders confined to their respective zones. If you try some funny stuff, the sentry-bot will take care of you, so to speak.

Tuesday, August 14, 2012

Project BF, image 8: Ambush

Eight image in the series. The main antagonist surrounded, seemingly in a lot of trouble. What the thugs do not know is that their opponent is an android of GEN III with custom battle mode. They are up for one helluva ride.

Monday, August 13, 2012

Project BF, image 7: ACS Suit design

Seventh image in the series. A closer look at the suit from the previous image and its various parts. As you can see, it's pretty heavy and need some additional boosters for the driver to walk (or even jump) around. As long as they are full, you're good to go, so if you don't want to turn into a fancy monument, watch your energy levels!

Sunday, August 12, 2012

Project BF, image 6: Combat suit rendezvous

Sixth image in the series. Sometimes you need a team to help you out, especially when a stolen police battle suit ends up in wrong hands. Its driver, sent after the protagonists, is distracted and engaged by the troopers (image itself in POV of one of them). Hopefully, they get some hazard pay.