Concept Art Tagged Articles RSS Feed | Concept Art RSS Feed on en Launch Media Network Horizon: Zero Dawn's Tunderjaw Collection Is Well-Worth the Price Tag Wed, 08 Feb 2017 07:44:13 -0500 Emily Parker

If you're as excited about Horizon: Zero Dawn as the writers here at GameSkinny, we know you've been eyeballing the Thunderjaw Collection. Let's break down exactly what you'll be getting and what you'll be spending.

Horizon: Zero Dawn Thunderjaw Collection

Pre-sale Price: $200

Release Date: February 28th

Included: Thunderjaw Statue, Ingame Map, Concept Art and Aloy's Earpiece

This is not a collector's edition, the game is not included.

 Thunderjaw Statue

Let's be honest, it's the star of the show and it knows. Photos are deceiving, this statue is big. At around 7lbs and 15 inches tall, you'll need to clear off plenty of room on your desk. All details are hand painted with precision and attention to the in-game Thunderjaw.

In-game Map

This is a cloth map -- easy to hang -- with rumored hidden details. It's pretty big as well, and will look really good on that empty wall behind the couch.

Concept Art

Two high quality lithographs will be included in your purchase, featuring Aloy's two most popular concept art scenes. These both appear to be landscape oriented and a little longer than a standard piece of paper.

 Aloy's Earpiece

While not functional, Triforce has also thrown in a replica of Aloy's in-game augmented reality earpiece. It appears to be just a little larger than a guitar pick.

Do you think the Thunderjaw Collection is worth the price tag? Do you wish it came with the game? Let us know in the comments below!

Concept Art Reveals Cancelled Epic Mickey Racing Spin-Off Mon, 22 Aug 2016 05:37:48 -0400 Brawler1993

The Epic Mickey series may have been short-lived, with only three games under its belt. But before Disney changed its focus in the gaming market, there were plans for at least two more titles -- one of which was a racing spin-off.

Titled Epic Disney Racers, it would've most likely been a similar project to the Mario Kart series -- taking various Disney characters and putting them into a crazy kart racer. What's interesting, though, is that aside from several characters from the Epic Mickey games (such as Mickey, Oswald the Lucky Rabbit and the Mad Doctor), it would've also featured many other characters from Disney's massive library, including Scrooge McDuck and Cruella De Vil.

Judging from the concept art, there might've been some sort of co-op element as well, as we can see Mickey and Oswald sharing a car. Not much is known outside of this art, so the project was most likely scrapped very early in production.

In other news, a third main entry was also planned at one point and would've instead focused on Disney's perpetually angry second fiddle, Donald Duck. Simply called Epic Donald, the game was going to take place in Duckburg from the DuckTales cartoon and would've featured many of Donald's own co-stars.

You can check out all of the released concept art for both games below.


Into the Pixel is celebrating video game art with a concept artwork competition Thu, 24 Mar 2016 14:24:47 -0400 Kat De Shields

There are many components that make playing a game a memorable experience -- be it gameplay mechanics, graphics, narrative, characters, or genre. Even before a game is playable, most players are enticed by information about the game, its premise, and the concept art that gives players a glimpse into the universe development studios will create through code. Fortunately, other organizations realize this and want to recognize the video game artists who paint those pictures of a game still in the works.  

Each year, the Academy of Interactive Arts & Sciences (AIAS) and the Entertainment Software Association (ESA) come together to host the "Into the Pixel" (ITP) video game art exhibit, which celebrates video game artists. Now in its 13th year, the exhibition provides video game artists with a chance to have their work reviewed by industry experts from both the digital and fine arts world. Exposure is the grand prize for ITP winners, as their work is premiered at E3 and other events and venues. Artists may submit in-game or concept artwork. The submission deadline for this year is April 22, 2016

According to the ITP website: 

"Each year's collection covers a broad spectrum of genres and platforms, and reflects what the jurists feel represent the best art in the interactive entertainment platform from the past year."

Award winning pieces from the 2015 ITP collection included concept art from notable games like Hearthstone: Heroes of Warcraft, Ori and the Blind Forest, Overwatch, Battleborn, Destiny, and Assassin's Creed SyndicateTo view concept art from the 2015 winners, click here

Personally, I would love to see Compulsion Games' We Happy Few or Frogwares' The Sinking City submit to this competition. While a game is in development, it's the concept art that provides players with a flavor of the game before it moves to demo or beta, and, quite frankly, most concept art is stunning.

We Happy Few concept art from the game's website.

The Sinking City draws from H.P. Lovecraft and his work Call of the Cthulu.

Have you seen concept art that knocks your socks off? Share it in the comments below, and tweet the game dev studio to submit to IAP 2016! 

Final Fantasy creator shows off new concept art for unannounced game Wed, 27 Jan 2016 16:44:25 -0500 Nick Harshman

Hironobu Sakaguchi -- the man behind Final Fantasy and the founder of game studio Mistwalker -- recently revealed concept art for an unannounced project that his studio is developing. The art was created by Kimihiko Fujisaka, and was shown during a seminar at UH West Oʻahu Library in Hawaii.

Twitter user @VoltySquirrel (via Gematsu) was the first to tweet the pictures, and also stated that the game could see a reveal sometime within the next year.

@VoltySquirrel later said that there wasn't much revealed about the game, but did say there might be a console release, and the art style will be "sketchy while still being 3D." 

For fans of Mistwalker's past games, such as Blue Dragon and Lost Odyssey, this is great news. Fans have been waiting for a new JRPG from Mr. Sakaguchi for a long time, so any news about a new game is good news!

Interview: Eric Mack on his 2D rogue-like tower experiment Doko Roko Sat, 14 Nov 2015 05:37:37 -0500 Gabriella Graham

After its initial Kickstarter launch on October 20th, backers flocked to Doko Roko to throw their support behind the 2D rogue-like vertical ascension video game. Eric Mack, the creator behind the game, witnessed the fantastic and humbling moment when Doko Roko met its $30,000 funding goal eleven days into the campaign. To follow up on this excitement, Mack agreed to let us pick his brain as we attempted to gather further insight into his promising project.

Kickstarter success

In just two days of its Kickstarter launch, Doko Roko met 33% of its funding goal. By the eighth day, this had jumped to 66.6% of the total goal, with the added bonus of being selected as a staff pick on the host site. On November 1st, Mack noted that the project had attracted over 1,000 backers. The good news just kept on coming when Steam officially Greenlit Doko Roko. This means that thousands of players said they would buy the game if it was offered on Steam. 

Mack's celebratory T-shirt design sketch.

A brief introduction to Doko Roko

For all the information officially released by Mack as well as a taste of his creative sense of storytelling, you can check out Doko Roko's Kickstarter page. For those eager to get to the juicy interview bits, I'll provide a quick summary of the project, adding pertinent details throughout the interview as well.

"A symbiosis with ancient shadows. A tower full of demons. A proverb."

As mentioned above, Doko Roko falls into Mack's experimental category of a 2D rogue-like vertical ascension game. The gameplay emphasizes "lightning-fast combat and a rich atmosphere."

Doko Roko's protagonist, the Unslain, utilizes magick and a hefty sword throughout the adventure. The Unslain will encounter the inhabitants of the strange Tower along the way, from lonely folk to aggressive monsters.

This old man may be a strange combination of lonely folk and monster.

Let's journey into the mind of Eric Mack, shall we?

After improving his art via Noah Bradley's 12 week Art Camp and learning to code in Java, Mack decided he wanted to be more than a concept artist. His dream evolved to making video games.

Aside from a handful of prototypes, Doko Roko will be Mack's first fully-fledged video game. His passion drives him to see this project through and garners his full commitment. Given Mack's dedication to this project, we dug into his sources of inspiration in order to get a solid look into the mind of the creator while uncovering hints at what his game has in store for players.

Gabriella Graham: You've been gaming such a long time (“pre-pre-school,” you've said). So let's start with the basics: What games were your favorites growing up and when did you first realize you wanted to pursue a career in video games? 

Eric Mack (EM): I think some of the first games that I played were actually on my dad’s gateway computer that had Windows 98 installed. He installed a bunch of games on it but the only ones I remember are this really gross looking Pac-Man clone as well as this crazy technical flight simulator with these vector graphics. I think I liked those a lot, but I think I had a much better video game experience when I’d go over my grandpa’s house. 

My grandpa used to be pretty much obsessed with sudoku and crossword puzzles. I’d see them littered all over the house all filled in. Him buying a Nintendo entertainment system seemed like the next logical step in this sequence of mental challenges. He literally had like 3 huge plastic containers filled with cartridges and it seemed like he actually played them a lot as I’d see maps that he’d drawn on graph paper as well as passwords and different little secret notes. I think I naturally gravitated toward a lot of the classics. I liked Super Mario Bros as well as Metroid. The first time he told me to go backwards in Metroid I think the top of my head blew off. Megaman X was another big one that I’d play a lot when I got a SNES. 

I think I realized I wanted to pursue a career in videogames around middle school. I had no idea what that meant really. My 6th grade science teacher had just given us an assignment one day that was essentially writing out the history of our lives as if we were dead and I wrote that I wanted to work for Naughty Dog.


GG: After reading your Kickstarter page, it's clear that you write with a lot of imagination and communicate your ideas well. This hints a little at the story writing we can expect from Doko Roko, but makes me wonder what writing inspired you. Are there any specific authors, books, games and techniques you draw on to tell a story?

EM: I’ve always loved language. I like a lot of rap and poetry for that reason I think. These are very expressive mediums where the structure of language is very flexible, you can do away with a lot of the formalities you usually have to deal with in polite conversation and begin to think more in terms of free association of ideas and concepts. I like Kool A.D., Heems, and Milo a lot for this reason. I like euphony and cacophony in spoken language, the way certain sounds can sound pleasant or discordant purely on how they’re sequenced together.

I like Kurt Vonnegut a lot as an author. The way he presents ideas and ties seemingly tangential threads together is often super enjoyable to me. I like the way Haruki Murakami captures very nuanced and complex emotions very succinctly in his writing.

And I enjoy games like Dark Souls and Shadow of the Colossus for being very sparse with what narrative bits they choose to reveal to you. There’s so much restraint in these games and the work is that much more powerful because of it.

Enter The Tower. Embrace the experiment.
"This is a place of rich history that is slowly evolving, an organism disguised as architecture."

Doko Roko's development has been resting on Mack's shoulders alone for the past year, relying on him for all its programming, animation, and sound effects. The game evolved from Mack's desire to take the thinly spread fiction of a larger world and lay it finely into a contained space that builds in onto itself rather than expanding outwardly (a.k.a. The Tower). 

GG: How long have you been sitting on the idea for the story and dynamics of Doko Roko? How has your idea transformed from the very beginning of its conception to now?

EM: A lot of the ideas for Doko Roko have probably been marinating in my brain for quite awhile, years and years maybe, but I think I really only crystallized those ideas about a year ago when I started working on it. 

Originally the game was not even called Doko Roko. It was called Grumpy Climbers and it dealt with two little mountain climbers that were tethered together ascending a huge mountainous peak. I liked the idea of controlling two characters at the same time, but in practice it was actually really awful and I was very disenchanted with whatever story there was. It was just meant to be an exercise, but I ended up taking that concept and running with the idea of vertical ascension. 

I wanted to work on a project that I cared about, so I started injecting some of the weird philosophical thoughts I’d been having into the story and very quickly it became easy to care about, and easier to criticize how much effort I was putting into it. Turns out if you start to put a lot of yourself into a game you end up caring a lot more about how it’s perceived and how people think about it. 

A sketch of the Kowloon Walled city outside of Hong Kong, which fed and inspired Mack's original concept.

GG: Which myths or cultural representations of faeries inspired your concept of them for the game? Do you plan on including other fantastical creatures alongside them?

EM: I’m not sure what cultural representation exactly inspired the faeries in this game. I think it’s just some sort of amalgamation of every kind of faerie I’ve seen in fiction. I do really enjoy the pagan mythology that they were personified aspects of nature and other ephemeral abstract concepts. Like some sort of cosmic hummingbird fluttering in and out of existence. I’m sure there will be several other interpretations of fantastical creatures, but I think I tend to try to abstract these ideas as much as I can in my designs.

"Foul creatures that swim through star lyyte. They gather in swarms around the barrows.They are a plague, Unslain. Do not be fooled." - Eric Mack, Faerie description

(We tried uncovering the mystery behind the protagonist, but no dice. Mack didn't want to reveal too much about this particular secret to prevent spoiling a big part of the game.)

GG: You reference the player character as “Unslain” as well as welcoming the Unslain in the Old Tower Epigraph. How did you you come up with this name and what does it represent for the character? 

EM: I can’t tell you that! Ya gotta play the game!


GG: You mention the game's Legacy System and the effect players' actions will have upon the world. Would you be willing to provide some examples of this cumulative effect? Does this refer to the game's progression, the player character's level, or the effect of specific decisions in-game? 

EM: I’d like to experiment with a slow narrative progression in the world that occurs over many playthroughs. What this will mean for certain I don’t exactly want to put into words because I may have to end up cutting and removing certain aspects as the game progresses. That is fairly vague, but I’ll definitely have a better answer for you when I’m further along with development and I can predict which crazy ideas won’t be able to make it into the game. Sorry for the non-answer.

"Unslain" by Mike Regan
Future development

Mack estimates two more years of hard work on the project, leaving Doko Roko's launch for late 2017. The game will release on PC, Mac, and Linux. Two months prior to the official release, Mack intends to take advantage of community feedback with a beta test.

With Doko Roko and the Kickstarter as a starting point, Mack hopes to take his indie game studio Okobu and turn it into a thriving business. This could potentially lead to the release of his games on select consoles one day, but he intends to keep an eye on the progress of Doko Roko before setting those specific goals.

Should the Kickstarter gain enough extra cash to hit a stretch goal or two, Mack would love to expand his team of one as well.


GG: You've mentioned the possibility of drawing in anthropologists along with animators and sound designers. How will anthropologists effect the story and game design? 

EM: I feel like I’d like to better understand how different cultures evolve and shift over time and the way they interact with one another. I feel like this would contribute immensely to the history of the different species who live in The Tower. I’d like to learn more about how certain cultures become widely perpetuated and how others remain fairly insular. Generally speaking I’d like to see more talent in the gaming industry that comes from different educational backgrounds. We’re already seeing psychologists, economists, and historians beginning to work with huge studios and it would be really be great for video games as a medium if we could start to harness the creative potential of these fields.

GG: How do you intend to release a beta version for testing? Will it be exclusive to your Kickstarter backers? 

EM: I’ll be sending out codes from either Steam or to those who backed the $25.00 tier or above that includes access to the private beta!


GGDoko Roko may still be in development, but the game looks plenty engaging and addictive. Do you already have ideas for your next project? Do you think a sequel would be possible given the story and gameplay of Doko Roko?

EM: Yes, I already have ideas for a much smaller project that I want to start working on after Doko Roko. The working title is "Circle of Blood”. For right now I’ve got no plans for a sequel. I have so many projects that I want to work on before I die that I don’t want to linger too long on any particular idea! 

I’d also rather not say much about Circle of Blood either. I’ll say that it is a completely different genre though.

Bonus photos

Mack shared some intriguing pieces of concept art across his Kickstarter updates and in a separate forum. A special Twitter page features news on the game's status and development as well. I've included some of Mack's concept images below to close out this interview.

I'd like to give a special thanks to Eric Mack for his time and all the insightful information he generously provided!


Some Fallout 4 concept art released, art book coming Wed, 28 Oct 2015 20:15:32 -0400 Zanne Nilsson

Earlier today Bethesda Softworks released some images from their upcoming The Art of Fallout 4 book, due out December 22.

As a statement with the images explains:

Fallout 4 features more art than any game we’ve ever done. Which, naturally, means The Art of Fallout 4 is the biggest art book that we and our friends at Dark Horse have ever created. This collectible book weighs in at 368 oversized pages, packed with never-before-seen designs, concept art, character art, weapons and more – along with commentary from the team here at Bethesda Game Studios.

Included with the teaser images was the foreword to the book, written by lead artist Istvan Pely. Along with some thoughts about the personal nature of art, Pely also gives insight into the process that brings the art from the page to the screen:

Our process is very iterative: we start with loose, rough sketches, which are gradually refined into detailed drawings that are then handed off to our 3-D artists. And even after a model is built and textured, we often revisit and rework that model until it achieves a level of quality we can be proud to ship. In these pages, we try to show a variety of images from all stages of this process. As you can see, we carefully consider every detail of the game, sometimes to an obsessive level; this is pretty much the Bethesda way.

The book will cost $50 and can be pre-ordered on Bethesda's store page. A special limited edition version can also be ordered, but it will set you back $85. Fallout 4 launches on November 10th.

What do you think of this concept art? Does it have you even more hyped for Fallout 4? Let us know in the comments!

Xenoblade Chronicles X: Special Edition Boxset Mon, 31 Aug 2015 20:55:59 -0400 Courtney Gamache

In honor for the release of Xenoblade Chronicles X in North America, Nintendo has put together a wonderful special edition package that gives the gamer a bunch of awesome gear themed for Xenoblade

If you feel like playing Xenoblade Chronicles X, you can find it exclusively on the Nintendo Wii U for the normal price of $59.99; with the special edition bundle will cost $89.99.What to expect in the Special Edition

The special edition box contains four major pieces to complete anyone's Xenoblade collection. Made specifically for Xenoblade Chronicles X, within the edition is:

  • Digital soundtrack on custom USB with 10 songs
  • Art book with over 100 pages of game concept designs
  • Physical game disc with artwork on box
  • Matted 5x7 art card

While the wait for Xenoblade Chronicles X is a few months, due on December 4th 2015, there has been plenty of hype building from the gameplay trailer featured at this past E3 of 2015. The main goal behind this game is to protect humanity in hopes of survival. What other reason do you need? It's time to suit up just like the trailer tells us to.

What do you think of the Xenoblade Chronicles X: Special Edition? Would you buy that over the normal game-only option? Any expectations for the gameplay? Share your thoughts below!

Art Showcase: The Ladies of League of Legends Sat, 18 Jul 2015 08:57:27 -0400 KungFro

For at a least a year now I've been following Paul Hyun Woo Kwon (aka "ZeroNis" or "RiotZeronis") on DeviantArt, where he displays some of the concept art he has done for Riot Games. His style is incredible overall, but it's his contributions to one of eSports' biggest titles that led me to feature his work.

Most of Paul's concept art involving League of Legends' is centered on its female characters, which is totally understandable given his knack for intricacy. He typically provides front and back views to better observe the amount of detail put into the designs.

Ice Drake Shyvana depicted in both her humanesque and dragon forms.

The artwork that Paul has shared for shapeshifting characters (such as Nidalee, Elise, and Shyvana) also include the women's bestial forms, which highlights that femininity is, after all, only a single aspect of these characters' designs.

Aside from his official concept art for League's characters and skins, Paul has quite a bit of original art and fanart to indulge in. Following his work is simple enough – links to his various social media can be found attached to any of his works at:

An Evening with Naughty Dog: Artists discuss their craft Fri, 26 Jun 2015 12:04:31 -0400 Pip Simon

Ten of Naughty Dog's talented artists were a part of a series of panels for students at Gnomon School of Visual Effects in Hollywood. The event was designed for students to grow their skillset and mingle with professionals. During the panels, Naughty Dog artists discussed the working in the industry and the efforts that go into video game environments, VFX, and character creation.

While the artists were unable to give spoilers about Uncharted 4, they did showcase some of their techniques for designing one of their most detailed games yet.

Texture artist Ana Cho discussed how she added textures to games. Cho mentioned that Uncharted 4 has significantly more texture layers than The Last of Us.These layers add depth to the environment and give the overall world a realistic feel.

She noted that in the PS3 version of The Last of Us, artists were limited on the amount of texture layers that they could blend. Though now with the PS4 processing power, they can blend many more layers - which adds to the realism.

Cho also stated that in the past, Naughty dog texture artists used Photoshop for textures. But now they use Substance Designer, which is much easier for workflow.

Yibing Jiang, a character shading artist, showed her demo reel - which included some of her work on Uncharted 4.

Jiang also discussed the method she used for effective character shading. It involves having a reference, creating a breakdown of materials, making texture layers, and shading models, as well as blending and lighting.

Artists also took questions from the audience and online. They answered inquiries about the industry, how to move forward in your career, artistic references, and how they aim to make games more immersive. The event was live-streamed, and you can watch it in full here.

As for how realistic Uncharted 4: A Thief's End will look at release, we'll just have to wait and see in 2016.

Super Mario Bros. Redesigned As Modern 2D Illustrations Wed, 11 Mar 2015 05:34:43 -0400 Elijah Beahm


These are but a taste of Bonny John's designs. Be sure to check him out here, and you can follow him on Twitter. After that, why not take a look at some of GameSkinny's other Culture pieces? If there are any designs in particular you like, let me know in the comments below!




Yoshi has been given a serious upgrade, turned into a mix of We're Back's T-Rex and the lovable Yoshi of yesteryear. I'd be wary of any flames that come flying out of his mouth now, that's for sure!




TOAD! You're... a human being! And what's more, his mushroom head is now an ornate turban.


Bowser Jr.


Junior's grown up since we last seen him, and he's going through a moody punk artist phase currently. With an evil magic paintbrush, maybe both Mario and Epic Mickey better watch out!




The King Koopa has gone near-full Ganondorf now, with sword and armor giving him a villainous yet regal appearance. He also looks more than ready to strike fear into the Mario brothers!


Princess Daisy


On the flipside, Princess Daisy has been toughened up a lot, turned into a warrior princess. The cute little Luigi pendant shows a soft spot to help balance it out.


Princess Peach


Not much is changed other than the new art style, but she still looks excellent in the new style.




Contrary to his usually nervous and terrified demeanor, Bonny's Luigi is a dapper fellow of composure with a neat little bow tie. He looks prepared to help his brother save the mushroom kingdom.




Now both an electrician and plumber, Mario has a fair amount of tools at his disposal to save the day. The cute little mushroom patch job on his overalls is a nice touch as well!


Artist Bonny John took it upon himself to redesign all of the cast of Super Mario Bros. From a tough Princess Daisy to a warlord Bowser, the new direction is bold yet familiar.

Mass Effect 4 News Released to Celebrate N7 Day Sun, 09 Nov 2014 13:21:43 -0500 Mary-Kate Wagamon

To Mass Effect fans everywhere, last Friday, November 7th, was N7 Day - a day to celebrate all things related to Mass Effect. BioWare, the studio behind the Mass Effect games, released new items for purchase on their store website as well as a discount on certain items, which is still going on. 

BioWare also took this opportunity to reveal a little about the next game in the Mass Effect series. A blog post on the BioWare website announced some of the Development Team Leaders who are working on the next Mass Effect, including lead writer Chris Schlerf (also lead writer for Halo 4) and Chris Wynn, who's "worked on over a dozen AAA titles," as a senior development director. 

All of the developers discussed what they hope to bring to the next Mass Effect game, and a few of them introduced some new concept images during a developer roundtable video. 

Several developers really emphasized a greater ability for exploration in the next Mass Effect, which makes sense, considering the recent announcement that the Mako will return in the next game.

Also, according to creative director Mac Walters, the player's character isn't the same type of character as the previous hero, Commander Shepard.

"With Shepard, you arrived on the scene as a hero, and you were called forward from there...For the next Mass Effect, however, we've been looking at more of a hero's journey: how you become a legend and what it takes to get there."

To take a look at all of the concept art BioWare released, head over to the official Mass Effect Facebook page.

Final Fantasy Designer Tetsuya Nomura Gives Batman a Makeover Tue, 29 Jul 2014 03:25:19 -0400 PencilPusha

Batman? Black suit, yellow utility belt, silly mask? Well, forget that because Batman has a new look thanks to a very prominent designer. The man who brought us Kingdom Hearts and the ever-intricate-and-inspiring designs of the Final Fantasy series gave Batman a new look. That man is Tetsuya Nomura.

If it weren't for the red bat on his amplified Batman helmet with elongated, spiky ears, he would be nearly unrecognizable. From the looks of the pictures on, his suit resembles metal armor from the Renaissance days and looks heavy, but durable. His cape doesn't look like a regular cape that flows in the wind; it looks like it's just as heavy as the suit.

Nomura put a lot of thought into this makeover; the intricacies of Batman's suit detail serves as evidence that he takes design seriously. Batman looks more like a knight than the billionaire superhero we all know and love. According to, Nomura designed this particular Batman a while ago for a since-abandoned project:

Many years ago, I worked on a different project and the concept and idea was kind of already there. Unfortunately, that project didn’t pan out and it never saw the light of day.

When the merchandise team started expanding into the DC Comics Variant figures, they approached me and said, “We remember you drew a sort of Batman design back then. Would you be able to share that with us?”

Nomura also said in the same interview that this depiction of Batman was for a game that came before Kingdom Hearts:

"Yeah, it was game-related. It didn’t even start development as a project, it was just a concept and ideas, not a full game. Since the project was canceled, I can’t talk much about it. [...] The design from that early project influenced Kingdom Hearts and armor design in that series."

Square Enix hired the right man for the job, considering that this revamped version of the long-time DC Comics hero is the newest addition to a "Play Arts Kai line of action figures," according to It's definitely a refreshing change from Batman's retro "black and yellow suit" that he's normally spotted running around in.

Those who attended the San Diego Comic-Con were able to see the redesign this past weekend. Square Enix said that there are more revamped figures to come and that this Batman was only a prototype. What will Nomura come up with next?

Epic Shows Off: Unreal Tournament Announced With Clarity and Concept Preview Sun, 27 Jul 2014 17:01:51 -0400 Travis McGee

With development on Fortnite well underway, Epic Games has been busy lately. But that hasn't stopped them from moving ahead with a new game in the works: Unreal Tournament. On Thursday the developers who brought us the Gears of War franchise announced the early stages of development for an Unreal Tournament game with a 50-minute video outlining the concept art and visual direction the studio intends to take this new project.

Along with the video, Epic has launched a developers blog where they're inviting fans of the series to help create the new game with user-generated content. The game is still in a very much pre-alpha state, judging from the video, but the "working concept art" that the video portrays already looks much more crisp and clean than previous Unreal Tournament games.

Unreal Engine 4 brings intense graphical updates to the franchise, promising a vibrant, crisp graphical experience

Epic's new project isn't just good news for fans of the series, though, as the developers have announced on the official wiki for the game that it will be completely FREE. The wiki is very specific in this, as well; the game will be free - not free to play. In other words, we shouldn't expect a microtransaction system with the upcoming release. Instead, Epic is aiming to launch a game heavily influenced by user-generated content free to those users.

The video is lengthy, but the detail warrants it. It may be some months yet before we see anything resembling an alpha build of the game, but for those who can't wait to get their hands on it ,the blog has instructions for how to download the Unreal Engine 4 and start generating content for the game.

First Free Killzone: Shadow Fall Maps Unveiled Wed, 15 Jan 2014 09:25:43 -0500 Brandon Morgan

Today, developer Guerrilla Games has shown off the first two free multiplayer maps coming to their sci-fi first-person shooter Killzone: Shadow Fall. The PS4 exclusive is one of the first games to show off the true potential of the next-gen system and many are still enjoying the multiplayer component. These maps will help encourage some new users to join in on the fun and keep old users going strong.

The two new maps in question are The Cruiser and The Hangar. Both new arenas are featured in the single-player campaign of Shadow Fall. Guerrilla wanted to give players the chance to duke it out in these futuristic locales online.

The Cruiser is a close-to-mid-range combat map set in a decommissioned ISA cruiser left floating dead in space. The level will consist of tight corridors and interconnecting compartments. Choke points will be a vital attribute to winning the battle here.

The second map, titled The Hangar, is more of a wide-open shootout extravaganza. Featuring one of the hangar bays of the Helghast's massive mining spires, there will be plenty of room to manuever and out-snipe your enemies. Alternative routes in the map will need to be secure for full control over the opposition.

Along with the two free multiplayer maps, developer Guerrilla Games announced they are working on the first DLC expansion for Killzone: Shadow Fall. They've promised more information on that in the near future.

New Halo 5 Concept Art is a Mystery Thu, 09 Jan 2014 18:51:48 -0500 Courtney Gamache

If you weren't already excited about Halo 5 being announced at E3, you'll go crazy for this sneak-peek of concept art (above) uploaded today by 343. Featuring a new site not seen before (viewed within the concept art), your mind will start tinkering with all possibilities and outcomes.

What is this Concept Art about?

The concept art is made to depict a location within Halo 5 that the team has been working on. Josh Holmes put it as "an early exploration of a new location that features prominently in a little game project we’re tinkering with". Looking at it, many Halo fans might find some common ground, or even some hints that could shed some light upon the teaser trailer from E3 2013 that rocked the Halo world.

If you feel a bit stumped after seeing this art, you'll be glad to know that Microsoft announced that Halo 5 will hit shelves during 2014, appeasing the growing crowd of Halo fans.

How to do you feel about this concept art? Are you excited for Halo 5? Comment below!

Kingdom Espionage: A Look Behind the Scenes at Video Game Art and Game Development Sun, 22 Dec 2013 08:12:27 -0500 Ask Erin

Have you ever wondered how video games get from the rich imaginations of game designers on to the electronic screen? Are you curious about what it takes to become a video game artist? The folks at DreamHatch Studios are hard at work on Kingdom Espionage and have posted the project on Kickstarter with a whole lot of concept art, offering rare insight into the game development process! Check out these concept stills.

Sweet, right? But game design isn't just about how things look standing still.

Characters have to move, and the world around them has to be able to interactive based on those movements.

So game art has to include notes on the way things work, becoming a sort of a cross between art and, well, let's call it fantasy-based engineering. Take a look at this concept work for the ice ring spell:

See how the artist's concept includes the start of the spell, the cast effect, and the final explosion? These notes help to ensure that the artist's vision is translated into the final product, and it gives the programmers something to relate to visually while they are laying the groundwork for the character's movement. To see how this art translates onto the moving screen, check out the game's Kickstarter page for a video!

When thinking about game design, characters are almost always the first thing to come to mind, but game art is much, much more than that. Have you ever thought about the elements in the game that the characters have to interact with?

Everything that appears in a video game has to be envisioned by a video game artist.

Trees, rocks, sky, buildings, animals, weapons, caves, dungeon walls... everything! Take a look at these concept drawings for traps that you can connect to the floor tiles of your castle.

See how the art isn't just a picture? The artist has included notes on how each trap operates, including how it looks before the trap is sprung, how the trap is triggered, and what happens when it is released. Video game art is often about designing moving parts, and the concept art has to reflect those interactions.

Finally, video game art has to be fleshed out.

From the concept art to the final product, complete with rich textures, light, and shadow, giving the player a sense of depth and realism (assuming the game is going for realism), video game art must be comprehensive.

Take a look!

For more concept art, complete with post-production stills and video, visit the Kickstarter site for Kingdom Espionage! Have more great concept art to share? Post a link in the comments!

Star Wars 1313 Concept Art Leaked Thu, 26 Sep 2013 07:57:29 -0400 The Ian M


Star Wars 1313  was shaping up to be an epic game with beautiful and intriguing settings, it's such a pity Disney canned it. 


IGN's source said that the droid would eventually betray Fett but for the beginning of the game they are allies, fighting side by side. Here you can see Fett is still wearing his familiar armor but the source said that a player would start out with the basics and upgrade as the game progressed.


Boba Fett chasing a Trandoshan was the primary focus of the demo and here we have the end of the successful chase.  During the chase Fett goes through many storefronts including a butcher shop with Tauntauns hanging from the ceiling. IGN's source says that the crime syndicates were using Tauntauns to smuggle spices and other merchandise, saying that this would have been a key plot point for 1313. Just look at that droid in the background...


Here's a shot of other bounty hunters fighting for the various syndicate families found on Coruscant Layer 1313.


Also leaked to IGN was a 15 minute demo, where we see Fett climbing a massive set piece of pipes in action platforming similar to Uncharted. According to IGN's source, these scripted set pieces would have been common in the finished game. 


Here we see everyone's favourite bounty hunter, Boba Fett, roasting some baddies what appears to be the depths of Coruscant. But IGN's source did not confirm the location.


Star Wars 1313 the epic game in development by Lucasarts was recently canceled after the studio was shut down following Disney's acquisition of the Star Wars brand. 


But all is not lost as some new concept art was recently leaked to IGN.

Get Full Disclosure About Hitman: Absolution On iTunes Wed, 11 Sep 2013 15:21:37 -0400 Destrolyn.Bechgeddig

Warning: Video contains mature content.

From iTunes, you can glimpse a rare insight into video games. Square Enix has released an app which gives fans of smash-hit game Hitman: Absolution an insight like never before into the game's production process.

Boasting over 250 images and 25 video clips across 40 sections, Hitman Absolution: Full Disclosure shares previously unseen designs, concepts, and abandoned ideas with players - like the cutscene above, scrapped due to its explicit depictions of alcoholism, self-harm, and suicidal tendencies. By opening up about the creative explorations behind the game's development, the app is not just about giving die-hard fans something to salivate over, but about providing an insight and ongoing narrative on how the game was made, and game design processes as a whole.

One of the pieces of early concept art available on the app. Photograph: Courtesy of Square Enix.

Original director of the title, Tore Blystad, is pretty excited about the new level of access fans can have behind the scenes of the game.

"We’re coming full circle here by going back to some of the very earliest ideas and concepts that came out of our explorations and I’m really happy that we get to show this content. We made a conscious decision to dig out a wide selection of things from the data vaults and I think fans will get a real treat here.”

Hitman Absolution: Full Disclosure is available to purchase now on iTunes.

Mass Effect Concept Art Posted Sun, 28 Jul 2013 16:25:17 -0400 Jeni Harrison

Matt Rhodes, designer of BioWare’s Mass Effect, has posted some early concept art from his blog. The work which shows early ideas for the characters as well as the series' conclusion, including some interesting drawings of Tali’s face under her famous mask.

Rhodes discusses his concerns regarding displaying her face: 

“The debate about whether or not to reveal Tali’s face was another one that lasted a long time. Versions of her were being worked on fairly often. These were three that I thought worked in their own way. Personally, I thought it would be the perfect opportunity to push players to the edge. Tali was like a pen pal, or a friend you’ve only ever known online. Depending on how attached to her a player was, how well could they handle her appearance challenging their expectations? If she looked a little too alien, just a little too repellant, would they still feel the same way about her? Or did her personality and your history together trump appearances? It’s an interesting area to explore and I hope we can find other ways to ask that question.”

He then goes on to say that for him Tali was always Tali to him when her appearance wasn’t a big deal. However, in the end her face was based upon the stock photo model on Photoshop.


The series, which begins by telling the story of Commander Shephard in a mission to save the galaxy from Reapers. He discusses an early idea for him in which he has turned to Reaper technology to accomplish his goals. 

Other images include Kirkwall’s slave prison as it would have appeared under Tevinter rule.


As well as images for the final level:

New Concept Art For Dragon Age: Inquisition Released Thu, 18 Jul 2013 08:24:24 -0400 Catrana

*20/07/2013 UPDATE* - For another new piece of concept art and more information about the game, head here!

And so it begins.

Yesterday, the Dragon Age facebook page released a new piece of absolutely stunning concept art for the upcoming 2014 title. If the dev team follows their typical pattern, this will be the first of hundreds of carefully parcelled out tidbits designed to rouse interest in newcomers to the franchise and send existing fans into a speculative frenzy. 

As one of those aforementioned fans, I'm going to hazard a guess that the castle featured is the same one featured here, and that said castle is on the Orlesian side of the Frostback Mountains. 

What do you think of this new art? Where in the world of Thedas do you think Inquisition is going to take us. I have a few ideas, but I can't wait until 2014 to find out!