Mini Brief: Bridge Environment concepts

Bryan Marvin

Bryan Marvin is a character designer fro the Philippines however, has indulged into environment concepts as well. One piece of art that he has created struck out to me due to how he has implemented bridges into his design. Looking at this piece I can tell that the structures are meant to look crude and simple as if they were put there by ancient cultures or that with primitive technology. This can also be seen with the bridges which are placed so that the society can easily pass across the river/waterfall. To fit the theme of this concept the artist has made sure that the bridge is also crude. This can clearly be seen by the ‘wavy’ flow of the bridge and un-sturdiness showing that the culture there gave little design when using wood to put this bridge together. It also seems like the artist has thought about the age of the environment as well as it appears as if the power from the water and the debris that passes through it has caused damage to the bridge. This maybe another reason why it looks crudely put together.



Wanbao is a concept artist from China who previously worked for Webzen. Looking at his portfolios I found multiple pieces that have incorporated bridges into the environment. All of them seem to be in a ‘medieval’ style. The way this theme has been shown within the design of the bridge is by having them appear huge. This is showing by the large supports repeatedly shown on the underside of the bridge as well as by showing the entrance to the next scene at the end of the bridge. The repeated spikes along the bridge help it to fit within the ‘demonic’ theme of this concept as they appear to make the entrance look more intimidating. On one of Wanbao’s other pieces, he has incorporated the bridge into the story of the concept. Since the concept appears to show a wizard like character fitting a dragon Wanbao made it so that the bridge is half destroyed with the character stood on the edge. By doing this it gives a backstory to the piece and implies that the character has been fitting the dragon for a while resulting in the destruction of the bridge.

Neal Liu


Neal Liu is a concept artist that works within the games industry and the film industry as well When searching through his portfolio I found a piece that showed a bridge in a completely different way t the previous artists that I have researched. With the other artists, the point of the bridge is to complete the scene and add a realistic sense. However, with this concept, I feel like it is more of a focus since it is the largest structure and ends at the front of the image. This feels to me like the point of doing this is to try and make the viewer imagine themselves within the painting, looking onwards to the rest of the bridge and what lies at the end of it. The theme of this is also different from the others as it looks more modern, futuristic as the purpose of the bridge is to be a fly over rather than something that connects over a gap. It is hard to tell if the bridge is floating or not since the pillars appear as if they are intersecting with the roads below and cutting them off. This gives me inspiration on what I can do to show that my bridge is the modern/futuristic theme by using technology such as lighting and curved shapes. However, it also gives me information on something I feel like I shouldn’t do and that is to have parts of my bridge which don’t seem to fit. This concept may just be a photo bash but I feel like the pillars intersecting the city take the immersion from the concept as I feel like it doesn’t make sense.


Links to Artists Portfolios

Bryan Marvin P.Sola

Wanbao Sci-fi and Fantasy

Neal liu Portfolio

Ming Fan Portfolio

Ming Fan is a concept artist that typically creates environment concepts based on fantasy worlds. Bridges can be seen in lots of his work but the one that interested me the most doesn’t actually have physical bridges. The concept simply shows a forest filled with different animals and plant life. But what caught my eye was the way that Ming had designed the trees in this concepts. He made it so that the trees had branches stretching widely which in my eyes acted as bridges, leading from one tree to another. This may not be a man-made bridge but it still connects one place to another, making it a bridge. This certainly gives me lots of inspiration as this technique makes it so that the bridges are subtle and not obvious to the viewer. Only by looking at it multiple times did I realise that these where bridges. It also gives me inspiration on how I can design my bridge as I don’t have to make it obviously man made. I could have it just as nature or something that has incorporated nature into its design.


Vehicle Concept Artist: Atomhawk

Atomhawk is a concept art company that make all different pieces of concept for various movies and video games. This obviously includes vehicles. Lots of different art styles can be seen on the various pieces of concept art, however, the main theme is fantasy. ASll the vehicles resemble something abnormal.

One piece on their website shows a concept of a racing cart which, due to the art style, seems to be relating to a younger audience. The concept shows a crudely put together vehicle using things found around the house and wood. This is purposely done to show that this cart has been created by a child because of their imagination in adapting real-world items into this vehicle. What I like about this concept is that multiple versions of the cart can be seen which add more choice to what the final game vehicle will look like. It also shows that these could be possible upgrades to the vehicle within the game. The basic wooden cart is what the player would start off with and they would eventually work their way up to the refined metal cart.

A lot of inspiration can be taken from this piece of concept art, especially with the style that the artist has used. The style immediately shows the target audience and this is probably the closest to my art style that II have seen in other peoples work. I also love the fact the multiple final versions have been shown which is something that I could definitely take on board. Looking at this work and the work from the previous artists there are certain themes and techniques which I have picked up on. Since the aim of these vehicles is too look sci-fi, the artist has used lots of curved lines to show smooth, simple shapes which look like they would just glide through the wind.


Vehicle Concept Artist: Todd Marshall

Todd Marshall is actually a character designer but has created multiple different pieces for vehicle design. The pieces are of realistic vehicles that have been beaten up over time and crudely put back together.

Todd has created a piece of concept art of a motorbike that appears to be realistic. In terms of his style, it is very similar to Michaels where t is clear that Todd has thought about where each component of the bike needs to go. However to make this vehicle feel more life like Todd has given this vehicle age. What I mean by this is that he has added rust to different parts of the bodywork to show that this vehicle has been used a large amount and has been through all different types of terrain. This is also evidenced by the fact that it has been designed to appear as if it has been crudely put back together. For example, the seat appears to be strapped on using duct tape and some cloth suggesting that this has been used a lot or gained damage from a crash.

From his artwork, I can take lots of inspiration on ways in which I can add age to my model t show that it isn’t new and to make it look weathered and endured. I also like the fact that Todd has shown the vehicle in its proper shape but done so by crudely putting the pieces of the bike back together, adding more detail to the vehicle. This is something I will certainly consider when designing so that my vehicle does not look fresh of the page


Vehicle Concept Artist: Michael Tschernjajew

Michael is a freelance vehicle concept artist that has worked on concepts from all different games and movies. He mainly creates modern realistic vehicles that would be seen in day to day life.

In the pieces of Michaels work below it is clear to see that the theme that he goes with posts apocalyptic. This can be seen by the clear modifications that the cars have, making it seem like the player within the game has purposely added these parts to gain extra protection in the environment. He makes sure that the vehicle he is creating fits in with the environment, this is shown by the backdrop of the environment being shown in the final concept so that the final design of the vehicle fit with the theme of the game and does not look out of place. He also thinks about the practicality and function of the vehicle. What I mean by this is that he thinks about what pieces need to be where so that the vehicle can move, for example, if the engine is visible, how this is connected and powers the vehicle.

Another piece of concept art from Michael goes with the same theme but more fantasy, showing a vehicle that yu wouldn’t see in real life. The design of this vehicle shows a lot of different attributes to the previous piece. For example, this vehicle appears as if it has been properly manufactured as it has an elegant yet strong design, very similar to that of a tank. The engine of this vehicle is also exposed, however, it is not the typical engine that would commonly be seen in real life cars. IT look as if Michael has looked at other forms of transportation and the ways in which they are able to move around and adapted that into his design. This is because the engine that drives this car appears to be a jet engine. The huge scale of this vehicle and the tough yet sleek shape shows the purpose that it serves, being an all-terrain war vehicle.

From this research, there is a lot of tips and techniques that I can take on board when beginning to design my vehicle. This includes the function of the vehicle, by which I mean that the purpose of it is clearly shown at first glance. IT also has shown me that I need to think about each piece of my design to make sure that it all fits together and that there is actually a reason for a part of the design being where it is. This research has helped me a lot and will certainly benefit me in my design phase.

Michaels Work can be found on his website