The winds are picking up in Sunswept Plateau.
A metal/reflection study.
(with something to do) A (late) Don't Starve 10th anniversary piece! Was trying to stylize it to resmble a tarot card.
Inspiered by Dragonforce's tracks, an attempt to make (or rather combine) an album cover. Additionaly a dynamics experiment.
An interlude in overarching story of two (three) previous pieces. An attempt to make a panoramic scene.
Universe dreams even in the fast and chaotic city life, will you share it's gaze?
A semi-illustration to one of my favourite pieces of fanwork. A slight escapades into the cinematography trying to make it feel like a screenshot from a movie.
Piece featuring original charaters March (front) and Tom (back) in their winter escapades after escaping the underground facilities. There's ceirtanly something about these gigantic prints adoring the fresh snow. Based on the multiplayer game experience.
Amidst the concealed realm of the theatre's hidden corridors, just before the show, there's a nice chat to be had between the performers.
A Monchrome/Sepia experiment.
'It wasn't the rain, the Moon was bleeding ichor.'
Inspired by M83's track 'Lune de Fiel'.
The ancient and god-like lovecraftian beings in Don't Starve universe were always a great source of inspiration for me. What does it necessitate to dismantle our very existence? What does it necessitate to dismantle the ever-present gaze that plunges the observer into madness? For how long has it reigned over the obscure heavens within this domain?
Doom (2016) wasn't my first shooter, but the first shooter that I completed, on Nintendo Switch no less! It surely was an experience.
It must be said that the soundtrack and the visuals were brutal and seething with emotion strong enough to make the player rip and tear.
Thumbnail for a Deadbolt level set.
Great stunts, actions, actors, filming crew, good times all around! (No cerberus dogs were harmed in making of these levels)
Third piece in the series dedicated to friend, this one showcasing his unwavering conviction, his profound capacity to solidify the future, reaching a guiding star out of the eye into the sky.
An original creation, drawing inspiration from the song Road Train by King Gizzard and the Lizard Wizard. This work stands as one of my initial forays into exploring the interplay of dynamics and the evocative effect of motion blur.
Painting of Green Mage from Everhood. The game has very psychotropic imagery and effects, which gives a lot of freedom for art. Coupled with its profound incorporation of Buddhist symbolism, Everhood has left a great empression on me.
Season of Sanctuary in Sky: Children of the Light is still one of the best seasons for me in game, based on it's scale and vacation theming. The huge green island, mantas and other creatures circling it make my soul feel at piece.
/So, so you think you can tell Heaven from Hell, blue skies from pain
Can you tell a green field from a cold steel rail?
A smile from a veil?
Do you think you can tell?/
Making friends can often prove to be a daunting endeavor, particularly when engaging with individuals who have recently emerged from an enduring slumber of perpetuity.
Picture from a series of paintings dedicated to a friend of mine, who is very inspirational for me. This piece shows off his steadfastness.
Commission work based on Sky: children of the light. Techincally my second time taking commissions, so I was swift and efficent as to not let them down. Commisionner was very impressed, admitting that it was looking better than they have imagined on the sketch stage.