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Video Game Fan Art

[A] Long time ago, my college professor told me 'not to draw something because you like it.' I get upset every time I think of his words. If you didn't draw something because you like it, what WOULD you draw!
- Yoji Shinkawa
Shinkawa, Y. 1999. The Art of Metal Gear Solid. Konami Co., Ltd. Japan.

Yes, I am a fan-artist too.
Some of these pieces are my favourite works, and I hope they demonstrate my passion for these characters that have inspired me, as well as showing off a few skills!

[Fatal Ending]
A dynamic final battle between Kain and Raziel, each wielding their own version of the Soul Reaver! Coloured in Painter on top of pencil lines and crosshatching.

Characters from Legacy of Kain: Defiance. © Crystal Dynamics, 2003.

[Fatal Ending]
A dynamic final battle between Kain and Raziel, each wielding their own version of the Soul Reaver! Coloured in Painter on top of pencil lines and crosshatching.

Characters from Legacy of Kain: Defiance. © Crystal Dynamics, 2003.

[A True Patriot]

I gave this image a pastel look, to go with the iconography of the scene in the game.

Metal Gear Solid 3: Snake Eater © Konami, 2004

[A True Patriot]

I gave this image a pastel look, to go with the iconography of the scene in the game.

Metal Gear Solid 3: Snake Eater © Konami, 2004

[Icarus]

Keeping with the gold/black palette from the Deus Ex world, I wanted to create something cool and dramatic.

Deus Ex: Human Revolution © Square Enix, 2011.

[Icarus]

Keeping with the gold/black palette from the Deus Ex world, I wanted to create something cool and dramatic.

Deus Ex: Human Revolution © Square Enix, 2011.

[Kestrel & Archer]

I absolutely fell in love with these guys in the Splinter Cell: Conviction co-op.
I tried to recreate their strong bond, and the mood from my favourite level.
Characters from Splinter Cell: Conviction. © UBISOFT, 2010.

[Kestrel & Archer]

I absolutely fell in love with these guys in the Splinter Cell: Conviction co-op.
I tried to recreate their strong bond, and the mood from my favourite level.
Characters from Splinter Cell: Conviction. © UBISOFT, 2010.

[Caterina Sforza & Ezio Auditore da Firenze]

I went for a canvas painted look, using loose brush strokes and post-produced the picture with some filters and a high pass.
Characters from Assassin's Creed: Brotherhood. © UBISOFT, 2010.

[Caterina Sforza & Ezio Auditore da Firenze]

I went for a canvas painted look, using loose brush strokes and post-produced the picture with some filters and a high pass.
Characters from Assassin's Creed: Brotherhood. © UBISOFT, 2010.

[Freedom Fighter]

This was more of a colour study than fanart. I love the way the colours came out.

Assassin's Creed III © Ubisoft, 2012.

[Freedom Fighter]

This was more of a colour study than fanart. I love the way the colours came out.

Assassin's Creed III © Ubisoft, 2012.

[Father & Son]
I wanted to paint something that looked organic and also symbolised the characters. I painted roughly with a textured brush, then detailed using hard brushes.
Characters from Assassin's Creed III. © UBISOFT, 2012.

[Father & Son]
I wanted to paint something that looked organic and also symbolised the characters. I painted roughly with a textured brush, then detailed using hard brushes.
Characters from Assassin's Creed III. © UBISOFT, 2012.

[London]

This was a celebration of my favourite bromance in gaming; Shepard and Garrus giving those Reapers hell!

Mass Effect 3 © EA, 2012.

[London]

This was a celebration of my favourite bromance in gaming; Shepard and Garrus giving those Reapers hell!

Mass Effect 3 © EA, 2012.

[By Any Means]

This is a pretty simple render over a pencil drawing. I wanted to convey the protective dynamic Joel shows towards Ellie.

The Last of Us ©Sony Interactive Entertainment, 2013.

[By Any Means]

This is a pretty simple render over a pencil drawing. I wanted to convey the protective dynamic Joel shows towards Ellie.

The Last of Us ©Sony Interactive Entertainment, 2013.

[Monkey & Trip]

This was a quick A5 marker picture. Ninja Theory's sense of colour is so unique I enjoyed replicating it.

Enslaved: Odyssey to the West © Ninja Theory, 2010.

[Monkey & Trip]

This was a quick A5 marker picture. Ninja Theory's sense of colour is so unique I enjoyed replicating it.

Enslaved: Odyssey to the West © Ninja Theory, 2010.

[A Man of God]

I composed this image around an inverted 's' shape, and tried to channel the themes and beautiful art design from the game.

Castlevania: Lords of Shadow 2 © Konami, 2014.

[A Man of God]

I composed this image around an inverted 's' shape, and tried to channel the themes and beautiful art design from the game.

Castlevania: Lords of Shadow 2 © Konami, 2014.

[The Groom / aka, Eddie Gluskin]

I love the way I can get deep gritty colours when using markers and colouring pencils together. 

Outlast: The Whistleblower © Red Barrel Studio, 2014.

[The Groom / aka, Eddie Gluskin]

I love the way I can get deep gritty colours when using markers and colouring pencils together.

Outlast: The Whistleblower © Red Barrel Studio, 2014.

[The Honeymoon]

This is a quick paint over a rough sketch. I thought conveying this scene with Waylon's reaction would be terrifying! 

Outlast: The Whistleblower  © Red Barrel Studio, 2014.

[The Honeymoon]

This is a quick paint over a rough sketch. I thought conveying this scene with Waylon's reaction would be terrifying!

Outlast: The Whistleblower © Red Barrel Studio, 2014.

Quantum Break
Quantum Break’s time stutter visuals were so unique and beautiful that I wanted to produce a piece of art that really spoke in those triangular shapes and colours. 

© Remedy Entertainment, 2016.

Quantum Break
Quantum Break’s time stutter visuals were so unique and beautiful that I wanted to produce a piece of art that really spoke in those triangular shapes and colours.

© Remedy Entertainment, 2016.