For the mechanical designs in Turbo Shot I thought the best approach for creating them was to do so in the voice of the antagonist of the game: Dr. Stinchcomb. Thinking of these designs coming from his hand brought more of a theme and focus to the work. Some of these concepts are shown in the game in the form of “datapad” entries.
When designing objects like you see below I like to make them feel believable as consumer products. They are often recklessly dangerous, but have a pleasing design aesthetic, much like cars from the the 1940s to 1960s.
This is the Dr. Stinchcomb’s (the villain of Turbo Shot) mech suit. The torso of the suit was inspired by an elephant skull. I wanted the design to feel like it had a personality of its own – like the mech suit was resignedly tolerating Stinchcomb.
The Stinchotron: PVP game mode hub/teleporter
This is the second of two comic style panels illustrate part of the PVP game mode. Winning the round means getting to this central hub: The Stinchotron
This is the early untextured model of the Stinchotron. The machine goes through multiple phases in the game, so I created this animation to demonstrate how it works.
Data Pad
In Turbo Shot this datapad is both a 3D object within the game levels and a UI design. I decided to incorporate designs for both versions here.
I am an artist and have been working in the gaming industry. I have published over 50 titles including original IPs and for clients like Disney, Pixar, Dreamworks, Fox, and others.
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