I've been sleeping on how much this model is reminiscent of Hawkmoon, but working on paintings of both of them at the same time, the resemblance is really quite interesting.
I love how Destiny weapons can be designed to look both new and old at the same time.
I love how Destiny weapons can be designed to look both new and old at the same time.
A thing I think works really well for D2's design aesthetics is how the world feels lived in and inhabited in a way that has a kind of weight and progression.
The aging of certain weapons, like they were made during specific eras of this grimdark world.
The aging of certain weapons, like they were made during specific eras of this grimdark world.
The reality is that the designers making the work are iterating, but they're creating these pieces that fit really well.
A weapon might look like it was modified or iterated on by the gunsmith, or designed in a vacuum by an AI, hacked by the Eliksni, or corroded by SIVA.
A weapon might look like it was modified or iterated on by the gunsmith, or designed in a vacuum by an AI, hacked by the Eliksni, or corroded by SIVA.
The entire groups of weapons that have similar aesthetics are some of my favorites, just because it's like "what if Perfect Paradox, but Auto Rifle" or "what if ______ exotic, but it was Black Armory-ish", creating these interesting vectors for remix.
Take Borealis, and the Ultraviolet ornament. As though The Black Armory minted a special edition of this unique Sniper Rifle.
Pure chef's kiss.
Pure chef's kiss.
Another rad example of this is actually from D1, and while I feel like it's maybe a little fan-service-y, it also hits on a style and a mood that they had really tapped into with Cayde.
It slaps from both ends. Classy and referential- a relationship between item and character.
It slaps from both ends. Classy and referential- a relationship between item and character.
It may be weird to say, but I feel like mixing my painting style with these designs is very easy.
Or maybe, more accurately, meshing diagram versions of these designs into painted layers feels easy because of their pre-existing depth, reflected in layer after layer of reference.
Or maybe, more accurately, meshing diagram versions of these designs into painted layers feels easy because of their pre-existing depth, reflected in layer after layer of reference.
Some are expressive, some are symbolic. But there's just so much /purchase/ within the designs for me to climb around on and find angles to readily mix in and mutate.
Probably my favorite thing about starting in with these paintings is the recent development of taking commissions from people who are throwing me their character information to do portraits. And now I'm seeing yet another vector of remix (and collaboration now, too).
It's too easy to reduce video games down to the verbs they provide us with, when we're being critical. And it's not like there isn't a lot to be critical of, even in Destiny.
I'd say it worries me, but then another person sends me a dozen screenshots of their character.
I'd say it worries me, but then another person sends me a dozen screenshots of their character.
Or a member of the design team gushes over a painting that I did of a character or item that they worked on.
Or we see our fellow fan artists work in the background at the studio, in photos of the workspace (or sometimes now, in their homes).
Or we see our fellow fan artists work in the background at the studio, in photos of the workspace (or sometimes now, in their homes).
It's dense. It's rich. The combinations and recombinations and the remixes and the iterations. The give and take, the push and pull, the criticism and adoration.
And I'm happy to share a space with people who think it's just as magical as I do.
And I'm happy to share a space with people who think it's just as magical as I do.