Dima Goryainovさんのプロフィール画像

Dima Goryainovさんのイラストまとめ


Senior Concept Art Lead @ Bungie
dgvisual.com

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Neomuna postcard concept and designs for the coastal fins. The idea is that as Neptune's intense atmospheric flow comes off the ocean and meets the shore, these structures would help channel it into the city where it would go through various turbines and intakes to generate power

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1/3 Concept art for the Root of Nightmares raid gear. Such a wild environment needed the armor to match!

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And here are the final designs, including some initial refs that hint at the overall concept.

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Bit of branding work created for the Season of Plunder. Nothing too crazy, but a pirate season needed some skull stuff! As usual, including some initial mood refs as well.

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Final concept and base block out for Savathun's ship. Although you never see the ship and the castle in the same scene, I still wanted them to pair together, so that if you were to place the ship above the bowl it would make for a nice composition.

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(1/2) Some more designs exploring the look of the Throne World. The goal was something that feels unsettling and foreboding, yet elegant and ornate. Including an early moodboard as well to communicate some of the "occult detective" tone.

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Painting, base 3D, and mood board for Savathun's castle. Lots of collaboration with the world art team to figure out the proper scale and layout. Tower of Babel was an early reference with the symbolism of water also playing an important role.

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One of the earliest images that I created for Witch Queen. I really wanted to pitch our own mythic sci-fi take on Arnold Böcklin’s Isle of the Dead painting. The dreamy, yet somewhat foreboding tone mixed with the themes of loss and afterlife felt just right.

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Feels like an appropriate time to share some concept designs for Ager's Scepter. Inspired by entangled serpents, wind instruments, and vintage perfume.

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Caiatl is up next. Pulling in some inspiration from Frazetta, as well as some other classic fantasy and sci-fi. I feel that her eyes are a particularly important feature and play a significant role in humanizing her. Love the way these designs ended up translating into the game.

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