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Bracer Phoenix ConnPod/Gun Turret
I was asked by Stefan Dechant (Production Designer) to design a ConnPod/Gun Turret for Bracer Phoenix. I teamed up with Art Director Ron Mendell and work on multiple variants and options, finally concluding on the version presented here.
Pacific Rim Uprising -
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Bracer Phoenix ConnPod/Gun Turret
I was asked by Stefan Dechant (Production Designer) to design a ConnPod/Gun Turret for Bracer Phoenix. I teamed up with Art Director Ron Mendell and work on multiple variants and options, showing one of the version presented here.
Pacific Rim Uprising -
Bracer Phoenix ConnPod/Gun Turret
I was asked by Stefan Dechant (Production Designer) to design a ConnPod/Gun Turret for Bracer Phoenix. I teamed up with Art Director Ron Mendell and work on multiple variants and options, showing one of the version presented here.
Pacific Rim Uprising -
Bracer Phoenix ConnPod/Gun Turret
I was asked by Stefan Dechant (Production Designer) to design a ConnPod/Gun Turret for Bracer Phoenix. I teamed up with Art Director Ron Mendell and work on multiple variants and options, showing several versions of the gunners chair presented here.
Pacific Rim Uprising -
Bracer Phoenix ConnPod/Gun Turret
I was asked by Stefan Dechant (Production Designer) to design a ConnPod/Gun Turret for Bracer Phoenix. I teamed up with Art Director Ron Mendell and work on multiple variants and options, showing final version of the gunners chair presented here.
Pacific Rim Uprising -
Pacific Rim Uprising Jaeger ConnPods
I was asked by Stefan Dechant (Production Designer) to take Mark Yangs initial concepts and further develop and design several ConnPods for the Jaegers, Gipsy Avenger, Guardian Bravo, Bracer Phoenix and Saber Athena. I teamed up with Art Director Ron Mendell and work on multiple variants and options, finally concluding on the versions presented here.
Pacific Rim Uprising -
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Pacific Rim Uprising Jaeger ConnPods
I was asked by Stefan Dechant (Production Designer) to take Mark Yangs initial concepts and further develop and design several ConnPods for the Jaegers, Gipsy Avenger, Guardian Bravo, Bracer Phoenix and Saber Athena. I teamed up with Art Director Ron Mendell and work on multiple variants and options, finally concluding on the versions presented here.
Pacific Rim Uprising -
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Terraforming Bay Truck
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
Terraforming Bay Truck
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
Terraforming Bay Truck - Multi View
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
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Terraforming Bay Truck - Earlier Concept
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
Terraforming Bay Truck - Cab Interior
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
Terraforming Bay Truck - Earlier Concept
I was asked by Chris Seagers (Production Designer) to design a large Terraforming Truck to place in the Terraforming bay of the USCSS Covenant Space ship. I teamed up with Art Director Charlie Revai and work on multiple variants and options, finally concluding on the version presented here.
Alien Covenant -
Terraforming Bay Truck - Early Concept
This version was based on illustrations by Gerhard Mozsi, however we changed direction from this early concept
Alien Covenant -
Covenant Shock Absorbers
I was asked by Chris Seagers (Production Designer) to design a tech like object to be placed in the USCSS Covenant Cockpit and around the various corridors and sets.
Alien Covenant -
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Covenant Shock Absorbers - Various Versions
I was asked by Chris Seagers (Production Designer) to design a tech like object to be placed in the USCSS Covenant Cockpit and around the various corridors and sets.
Alien Covenant -
Covenant Shock Absorbers - Working Drawing
I was asked by Chris Seagers (Production Designer) to design a tech like object to be placed in the USCSS Covenant Cockpit and around the various corridors and sets.
Alien Covenant -
Covenant Lander - Landing Gear
Based on initial illustrations of Steve Burg, I was asked to design and detail a 1:1 live action landing Gear to be placed on location at Milford Sound in New Zealand
Alien Covenant -
Covenant Lander - Landing Gear - Working Drawing
Based on initial illustrations of Steve Burg, I was asked to design and detail a 1:1 live action landing Gear to be placed on location at Milford Sound in New Zealand
Alien Covenant -
Covenant Lander - Tanks & Racks - Loading Bay
Alien Covenant -
Terraforming Bay Capstan & Winches - Early Concept
I was asked to design a working set of capstans and winches that would be in the final act of the film resulting in the release of the Terraforming trucks from the airlock of the USCSS Covenant.
Alien Covenant -
Terraforming Bay Capstan & Winches
I was asked to design a working set of capstans and winches that would be in the final act of the film resulting in the release of the Terraforming trucks from the airlock of the USCSS Covenant.
Alien Covenant -
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Terraforming Bay Generator Covers - Concepts
Alien Covenant -
Terraforming Bay Major Internal Airlock
I teamed up with Art Director Jacinta Leong and designed the interior Airlock to tie in with the external illustrations of the USCSS Covenant by Steve Burg.
Alien Covenant -
USCSS Covenant Ship Exterior Winch - Early Concepts
I was asked by Chris Seagers (Production Designer) to design an exterior winch that would be placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
USCSS Covenant Ship Exterior Winch - Early Concepts
I was asked by Chris Seagers (Production Designer) to design an exterior winch that would be placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
USCSS Covenant Ship Exterior Winch - Early Concepts
I was asked by Chris Seagers (Production Designer) to design an exterior winch that would be placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
USCSS Covenant Ship Exterior Winch - Finished Design
I was asked by Chris Seagers (Production Designer) to design an exterior winch that would be placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
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USCSS Covenant Ship Exterior Winch - Working Drawing
I was asked by Chris Seagers (Production Designer) to design an exterior winch that would be placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
USCSS Covenant Ship Exterior Mast
I worked in collaboration with Nick Dare on the mast, Nick designed the mast and I added the details and greeblies.
The mast & exterior winch where placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
USCSS Covenant Ship Exterior Mast
I worked in collaboration with Nick Dare on the mast, Nick designed the mast and I added the details and greeblies.
The mast & exterior winch where placed onto the exterior of the USCSS Covenant and would tie in with Steve Burgs exterior illustrations.
Steve placed the final design within his exterior designs which can be found here:
https://www.artstation.com/artwork/K9av9
Alien Covenant -
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USCSS Covenant Crew Cryo Pods
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
USCSS Covenant Crew Cryo Pods
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
USCSS Covenant Crew Cryo Pods
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
USCSS Covenant Crew Cryo Pods - Escape Tool
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
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USCSS Covenant Crew Cryo Pods - Escape Tool
Variations of the escape tool
Alien Covenant -
USCSS Covenant Crew Cryo Pods - Escape Tool
Variations of the escape tool
Alien Covenant -
USCSS Covenant Crew Cryo Pods - Working Drawings
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
USCSS Covenant Crew Cryo Pods - Working Drawings
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
USCSS Covenant Crew Cryo Pods - Working Drawings
Chris Seagers (Production Designer) asked me to take Steve Burgs & Jeremy Loves initial illustrations and concepts and design a working practical set piece.
In the design phase I teamed up with Art director Charlie Revai and senior SFX technician Matt Ward.
Alien Covenant -
Juggernaut Bomb Bay Doors
Chris Seagers asked me to explore possible designs for the Juggernaut Bomb Bay Doors, the final design is represented here.
Alien Covenant -
Jockeys Chair - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
Jockeys Chair - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
Jockeys Chair - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
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Jockeys Chair - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
Jockeys Chair - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
Engineers Cryo Pod - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
Engineers Cryo Pod - Crashed Juggernaut - Nav Chamber
I was asked to provide a collection of high poly models for a set of the Nav Chamber which where later cnc machined.
Original 3D asset came from Ben Procter on Prometheus.
Unfortunately the scene with the Nav chamber was reduced, it was an amazing set to behold completely finished.
Alien Covenant -
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Saint Martin Bank Interior
Saint Martin Bank Interior - Set Dressing pass in conjunction with set designer Paula Whiteway
Pirates of the Caribbean: Dead Men Tell No Tales -
Saint Martin Bank Interior
Saint Martin Bank Interior - Set Dressing pass in conjunction with set designer Paula Whiteway
Pirates of the Caribbean: Dead Men Tell No Tales -
Bank Vault
Saint Martin Bank Interior - Bank Vault - initial illustration by Jeremy Love
Pirates of the Caribbean: Dead Men Tell No Tales -
Bank Vault
Saint Martin Bank Interior - Bank Vault - initial illustration by Jeremy Love
Pirates of the Caribbean: Dead Men Tell No Tales -
Ledgers Book Case
Saint Martin Bank Interior - ledgers book case
Pirates of the Caribbean: Dead Men Tell No Tales -
Chart House Telescope
Saint Martin chart house telescope - initial illustration by Jeremy Love
Pirates of the Caribbean: Dead Men Tell No Tales -
Chart House Telescope
Saint Martin chart house telescope - initial illustration by Jeremy Love
Pirates of the Caribbean: Dead Men Tell No Tales -
Chart House Telescope
Saint Martin Chart house telescope working drawing
Pirates of the Caribbean: Dead Men Tell No Tales -
Cane Crusher
Saint Martin Village Cane Crusher behind Grime's Pub
Pirates of the Caribbean: Dead Men Tell No Tales -
Cane Crusher
Saint Martin Village Cane Crusher behind Grime's Pub -working drawing
Pirates of the Caribbean: Dead Men Tell No Tales -
Hospital Bed
Saint Martins Hospital Bed
Pirates of the Caribbean: Dead Men Tell No Tales -
Jack Sparrows Execution via Guillotine
Saint Martins Guillotine on raised deck
Pirates of the Caribbean: Dead Men Tell No Tales -
Jack Sparrows Execution via Guillotine
Saint Martins Guillotine - various stages
Pirates of the Caribbean: Dead Men Tell No Tales -
Jack Sparrows Execution via Guillotine
working drawings
Pirates of the Caribbean: Dead Men Tell No Tales -
Jack Sparrows Execution via Guillotine
working drawings
Pirates of the Caribbean: Dead Men Tell No Tales -
Jack Sparrows Execution via Guillotine
working drawings
Pirates of the Caribbean: Dead Men Tell No Tales -
Grime's Pub Dressing Pieces
Various dressing pieces for Grimes Pub in Saint Martins
Pirates of the Caribbean: Dead Men Tell No Tales -
Saint Martins - Dressing Crane
Pirates of the Caribbean: Dead Men Tell No Tales -
Essex Ship Cargo - Chook Cage
Pirates of the Caribbean: Dead Men Tell No Tales -
Witches Cart
Saint Martins - Witches cart initial illustration by Dane Hallett
Pirates of the Caribbean: Dead Men Tell No Tales -
Saint Martins -Horse Carts
Pirates of the Caribbean: Dead Men Tell No Tales -
Monarch Bilge Pump
Pirates of the Caribbean: Dead Men Tell No Tales -
Monarch Bilge Pump
Pirates of the Caribbean: Dead Men Tell No Tales -
Saint Martins Chart House - Armillary Sphere
Pirates of the Caribbean: Dead Men Tell No Tales -
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Batou's Shotgun - Concept
GITS (Ghost in the Shell) -
Hanka Lab Desk - Concept
I was lucky enough to work on GITS (Ghost in the Shell) under the direction of Production Designer Jan Roelfs along with 2 great concept artist Vitaly Bulgarov & Maciej Kuciara
I was asked to take the initial concepts of Vitaly Bulgarov & Maciej Kuciara and evolve them and make them production ready, whilst still exploring alternative designs. -
Hanka Lab Desk & Lab Beds
I was lucky enough to work on GITS (Ghost in the Shell) under the direction of Production Designer Jan Roelfs along with 2 great concept artist Vitaly Bulgarov & Maciej Kuciara
I was asked to take the initial concepts of Vitaly Bulgarov & Maciej Kuciara and evolve them and make them production ready, whilst still exploring alternative designs. -
Hanka Lab Desk - Concept
GITS (Ghost in the Shell)
Working cad file - ready to go to CNC milling and Cutting -
Hanka Lab Desk - Concept
GITS (Ghost in the Shell)
Working cad file - ready to go to CNC milling and Cutting
Blue screen steel support -
Hanka Labs Gurney Trolley - Concept
GITS (Ghost in the Shell) -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop
This was the option chosen to convert the Lab beds into morgue tables -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop
We looked at many options to slide and retract the beds up and down on the bed bases, plus looking at access to the back of the head of Major when she was in the beds -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop
Reworked the medical repair arms and support ring -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop
Additionally was asked to design a door for the Hanka Labs -
Hanka Lab Beds/Morgue Tables
GITS (Ghost in the Shell)
I was given Maciej Kuciara's initial concept and evolved the beds to be practical props within the Hanka Labs, working closely with Rob Gillies and his awesome crew at Weta Workshop -
Hanka Lab Door - Concept
GITS (Ghost in the Shell) -
Major's Apartment Door Concept
GITS (Ghost in the Shell) -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Initial designs with a portal below Major's head for the data jacks -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Alternate concepts to add various forms of headrests with data jacks included in the designs.
The designs were later dropped in favour of no objects behind Major's head. -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Alternate concepts to add various forms of headrests with data jacks included in the designs.
The designs were later dropped in favour of no objects behind Major's head. -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Alternate concepts to add various forms of headrests with data jacks included in the designs.
The designs were later dropped in favour of no objects behind Major's head. -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Concept for Tech detail above Major's Bed -
Major's Apartment
GITS (Ghost in the Shell)
I worked closely with Phillip Thomas on Major's Apartment,
I was given Maciej Kuciara's initial concept of the bed and window portal and evolved the design and later collaborated with Rob Gillies from Weta Workshop and his crew to produce what we saw on screen
Concept for Tech detail above Major's Bed -
Bollard Concepts for the Lawless area
GITS (Ghost in the Shell) -
Dr Ouelet's Limo Under Side/Flipped car
GITS (Ghost in the Shell) -
Dr Ouelet's Limo Under Side/Flipped car
GITS (Ghost in the Shell) -
Deserted Casino - Concept
GITS (Ghost in the Shell)
I was asked to concept and set design a version of the Deserted Casino, unfortunately due to budget constraints the design was eventually dropped -
Deserted Casino - Concept
GITS (Ghost in the Shell)
I was asked to concept and set design a version of the Deserted Casino, unfortunately due to budget constraints the design was eventually dropped -
Deserted Casino - Concept
GITS (Ghost in the Shell)
I was asked to concept and set design a version of the Deserted Casino, unfortunately due to budget constraints the design was eventually dropped -
Yakuza Labyrinth
GITS (Ghost in the Shell)
Initial set design based on concept art of Annis Naeem -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
I was asked by Jan Roelfs (Production Designer) to take the amazing concepts of Vitaly Bulgarov and evolve them and make them production ready, whilst still exploring alternative designs, and in doing so rationalizing the design and creating a 3D asset for VFX to work from and also produce part of a practical set. -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 1 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 2 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 3 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 4 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 5 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 6 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 7 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 8 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 9 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 10 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 11 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 12 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 13 -
Hanka Labs Shelling Engine
GITS (Ghost in the Shell)
Sequence 14 -
Hanka Labs Shelling Engine - Practical Set
GITS (Ghost in the Shell)
I was asked by Jan Roelfs (Production Designer) to take the amazing concepts of Vitaly Bulgarov and evolve them and make them production ready, whilst still exploring alternative designs, and in doing so rationalizing the design and creating a 3D asset for VFX to work from and also produce part of a practical set. -
Hanka Labs Shelling Engine - Practical Set
GITS (Ghost in the Shell)
I was asked by Jan Roelfs (Production Designer) to take the amazing concepts of Vitaly Bulgarov and evolve them and make them production ready, whilst still exploring alternative designs, and in doing so rationalizing the design and creating a 3D asset for VFX to work from and also produce part of a practical set. -
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Nephthys Litter
GOE (Gods of Egypt)
I was asked by Owen Paterson (Production Designer)to take Jeremy Love's and Liam Beck's original designs and refine the design of Nephthys Litter -
Nepthy's Litter
GOE (Gods of Egypt)
I was asked by Owen Paterson (Production Designer)to take Jeremy Love's and Liam Beck's original designs and refine the design of Nephthys Litter -
Lift - Sets Pyramid
GOE (Gods of Egypt)
I worked closely with Jenny Hitchcock to visualise the final look of the lift -
Urshus Chariot
GOE (Gods of Egypt)
Final design for Urshus Chariot -
Urshus Chariot - Concepts
GOE (Gods of Egypt) -
Urshus Chariot - Concepts
GOE (Gods of Egypt) -
Urshus Pavilion - Blocking Concept
GOE (Gods of Egypt) -
Urshus Library Ladder - Concept
GOE (Gods of Egypt) -
Urshus Desk & Punkah - Concept
GOE (Gods of Egypt) -
Urshus Telescope Concept
GOE (Gods of Egypt) -
Urshus Telescope Concept
GOE (Gods of Egypt)
Back ground by Gerhard Mozsi (concept artist) -
Osiris & Isis's Sarcophagus
GOE (Gods of Egypt) -
Brazier Concept - Tomb of Osiris
GOE (Gods of Egypt) -
Corridors under Thoths Library - Blocking Concept
GOE (Gods of Egypt) -
Corridors under Thoths Library - Blocking Concept
GOE (Gods of Egypt) -
Thoths Library Lift - Concept
GOE (Gods of Egypt) -
Sets Wing & Hinge Design
GOE (Gods of Egypt) -
Sets Wing & Hinge Design
GOE (Gods of Egypt) -
Heliopolis City Concept
GOE (Gods of Egypt)
I was asked to layout a city landscape to aid VFX in the design of Heliopolis and to allow Dan Cox (concept artist) to do some amazing paint-overs -
Heliopolis
GOE (Gods of Egypt)
I was asked to layout a city landscape to aid VFX in the design of Heliopolis and to allow Dan Cox (concept artist) to do some amazing paint-overs -
Horus's Bedroom Pavilion - Blocking Concept
GOE (Gods of Egypt) -
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The Wolverine - Logan's Manacles
finished render of Logan's manacles -
The Wolverine - Logan's Manacles
3D model of Logan's manacles -
The Wolverine - Logan's Chair & Manacles
finished 3D model of Logan's chair and manacles in Yashida's Lab -
The Wolverine - Working Drawing of Logan's Chair
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The Wolverine - Working Drawing of Logan's Chair
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The Wolverine - Harada's Bow
Finished render of the lead ninja Harada's bow -
The Wolverine - Concept for Harada's Bow
Finished render of a concept bow for Harada -
The Wolverine - Harada's Bow Bag & Quiver
3D model of finished Harada's bow bag and quiver -
The Wolverine - Physical Armature for on set Silver Samurai overlayed on 3D model of Silver Samurai
Designed in collaboration with Raytheon Buna & Luke Gasparini -
The Wolverine - Yashida's Lab Gantry Crane
3D model of gantry crane concept -
The Wolverine - Yashida's Lab Gantry Crane
3D model of gantry crane in situ, gantry designed by Andrew Chan and Jacinta Leong -
The Wolverine - IV stand Yashida's Bedroom
3D model of IV stand -
The Wolverine - IV Stand Yashida's Bedroom
Finished render of IV stand -
The Wolverine - Medical Instruments Yashida's Bedroom
3D model of medical instruments -
The Wolverine - Nano Jar Concepts
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The Wolverine - Nano Jar Concepts
finished render of Nano Jar Concept -
The Wolverine - Nano Jar Concepts
finished render of Nano Jar Concept -
The Wolverine - Nano Jars and containment unit
finished render of Nano Jars and open containment unit -
The Wolverine - Nano Jars and containment unit
finished render of Nano Jars and closed containment unit -
The Wolverine - Yashida's eye glass
finished render of Yashida's eye glass, not used in film -
The Wolverine - Yashida's eye glass
finished render of Yashida's eye glass, not used in film -
The Wolverine - Yashida's Bed Remote
finished render of Yashida's bed remote -
The Wolverine - Yashida's Lab Main Generator
3D model of main generator in Yashida's lab -
The Wolverine - Yashida's Funeral
3d layout of Yashida's funeral -
The Wolverine - Yashida's Casket & Flower Stand
working drawing of stand -
The Wolverine - 3D model of CNC layout for Yashida's Casket Stand
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The Wolverine - Snowblower Truck Ice Village
3D concept for a snowblower truck -
The Wolverine - Sword Stands for Shingen's Office
finished 3D render of shelves & sword stands -
The Wolverine - Alarm Bell - POW Camp
working drawing of traditional bell -
The Wolverine - The Love Hotel
3D render of adult toy rocket dispensing machine -
The Wolverine - Bullet Train seat
3D render of final seat design for Japanese Bullet Train -
The Wolverine - Bonsai tree for Yashida's mansion foyer
3D concept for Bonsai tree in Yashida's foyer -
The Wolverine - Exterior Lantern for Yashida's mansion
working drawing for traditional lantern -
The Wolverine - Yashida Sword Concepts
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The Wolverine - Yashida Sword Concepts
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The Wolverine - Yashida Sword Concepts
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The Wolverine - Yashida Sword Concepts
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The Wolverine - Yashida Sword Concepts
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The Wolverine - Yashida Sword Concepts
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The Wolverine - Concept for new claws
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The Wolverine - Wolverine's New Claw Design
3D model of final claw designed in collaboration with Nic Gribben -
The Wolverine - Wolverine's New Claw Design
3D model of final claw designed in collaboration with Nic Gribben -
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The Great Gatsby- Valley of the Ashes - Train Signal
working drawing of train signal -
The Great Gatsby - Roman styled chair - Gatsby's Mansion
3D model broken down into simple elements ready for CNC manufacturing -
The Great Gatsby - Interior Taxi Design
steel frame structure design of taxi internal -
The Great Gatsby - Taxi Metre
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The Great Gatsby - Rendered Taxi Meter
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The Great Gatsby - Lamp Post designs
various lamp post shade and dome designs -
The Great Gatsby - Speak Easy Lights
3D models of Speak Easy Lights -
The Great Gatsby - Speak Easy Lights
3D render of Speak Easy Lights