Heavy Weapon Concepts
Together for scale.

Together for scale.

Conventional in design but exploring a more elaborate muzzle brake design that could telegraph either a slow ROF or a reload underway.

Conventional in design but exploring a more elaborate muzzle brake design that could telegraph either a slow ROF or a reload underway.

Inquiring if something can feel like a gun if it has no real barrel. Liked the idea of an energy weapon that used a physical projectile to create an initial plasma beam.

Inquiring if something can feel like a gun if it has no real barrel. Liked the idea of an energy weapon that used a physical projectile to create an initial plasma beam.

Somewhat conventional but exploring the use of construction yellow to communicate 'open me' to the player.

Somewhat conventional but exploring the use of construction yellow to communicate 'open me' to the player.

Again playing with the idea of mixing elements of both ballistic and energy weapons.

Again playing with the idea of mixing elements of both ballistic and energy weapons.

Initial sketch. Some things have changed in the final version.

Initial sketch. Some things have changed in the final version.

Heavy Weapon Concepts

A variety of heavy weapon concepts undertaken as a group study of the applied semiotics of heavy weapon design i.e., how do I communicate 'weapon-ness' in a way that is both interesting and inherently easy to grasp for the player?

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