Three Gods and Their Heroes

three gods and their heroes

This is an illustration inspired by a dream I had, from which I also developed the seed of a video game premise. The protagonist would be a hero who would draw their power from the gods Zeus, Odin, and Isis, and they would possess the ability to “switch” between which god they followed. Each god would grant the player a different weapon, abilities, and magic spells they could cast.

For example, Zeus would grant the hero a sword and shield, stronger armor and defense capabilities, and the power to cast lightning or turn invincible; Odin would give the hero a big battle ax, enhanced attack, and the ability to freeze enemies or go into a wanton murderous “berserk” rage; and Isis’s gifts would be a bow and arrow, superior speed and agility, and spells such as full health restoration and summoning African animals like crocodiles, lions, and gorillas for backup in battle.

As for the story, it would have the hero defend the world against a fourth, malevolent god who wanted to exterminate the other gods and conquer everything with their demonic army.

In my original game premise, I envisioned the player character as one of a brother-sister team who shared a triracial heritage (Northern and Southern European on their father’s side, African on their mother’s). However, for the purposes of this artwork, I needed three hero characters to represent each of the gods watching them from above (and to showcase the different equipment associated with following each god).


Worker Concept Art

Worker Concept Art

I’ve always wanted to draw concept art for a strategy game in the vein of Age of Empires or Civilization. At the moment, I’m not involved in any such game’s development, and I don’t know if I ever will be. Nonetheless, designing what the units would look like for each culture in a hypothetical fun is still fun every now and then. These would be concepts for worker units that would gather resources and build your base (the villagers from Age of Empires are an example of this). Of course, the civilizations represented here are imperial China, classical Greece, and ancient Egypt.

Kabanga the Watenga Princess

Kabanga the Watenga PrincessThis is a character concept I’ve drawn as part of an assignment for one of my game design classes. We’re learning storytelling for games this term, and for the current assignment we’re supposed to do concept art for one of the characters from our hypothetical games.

This character would be a warrior princess who has to unite the disparate chiefdoms of her jungle homeland against industrial-tech invaders, braving dinosaurs and numerous other perils along the way. Her game would probably be an open-world action RPG roughly similar to Skyrim or Far Cry: Primal.

Hatshepsut Mod for Civilization VI


Link to mod on Steam

This is a mod I made for the game Civilization VI. It adds the New Kingdom Pharaoh Hatshepsut as an alternative leader for Egypt (since the game’s default is the Ptolemaic Cleopatra VII). The mod is still a work in progress, as I’ve still yet to learn how to program things like leader gameplay bonuses and AI agendas. But she should still be basically playable.

Australian Civilization Concept for Age of Empires II: HD


This is a sketchy concept sheet for a hypothetical Australian civilization that could be added (or modded into) the game Age of Empires II (specifically the HD version you can download on Steam).

The Australians would have as their unique unit the Boomeranger, a fleet-footed huntsman with little armor but high movement speed and an attack bonus against cavalry (since the boomerang was traditionally used as a hunting weapon). Although the Australians would be able to build fish traps at the cost of 50 stone (instead of 100 wood like most of the game’s other civilizations), and fortifications such as Castles and Walls would cost much less stone, they wouldn’t be able to build Farms or Stables (so no cavalry). However, their unique Dreamtime technology would allow Monks to “convert” any wild animals that are capable of an attack.

Finding a unique Wonder for the Australian civilization was admittedly tricky. Although some Aboriginal societies in southern Australia did build stone houses, I am not aware of any Aboriginal structures that would register as “monumental”. So I opted for the natural rock formation known as Uluru or Ayers Rock. As far as the Australian civilization’s architecture set is concerned, I chose the African set introduced in the African Kingdoms expansion since it seemed the least awkward (and its brown color scheme would best suit the deserts and savannas of much of Australia).

Rejected Concept Art

Rejected Concept Art

These portraits would be unremarkable, except I drew them as concept art for the San Diego Game Jam of 2016. It’s an event where game design students get together into teams to make a little computer game over the course of 48 hours. My team chose to make their game about the growth of a cult, and we were going to let the player choose from three goddesses with distinct gameplay styles in the beginning: the Egyptian Isis, the Greek Athena, and a third goddess we never decided on.

In the end, that idea got scrapped because our leader wanted to do more abstract, fictional gods rather than drawing from historical mythologies. But he still liked the concept art I drew for Isis and Athena, and I didn’t want it to go to waste. So here it shall remain on the Internet for time immemorial.

In our initial game design, Isis was portrayed as a goddess of wisdom whose cult used peaceful methods to recruit followers, whereas Athena as a goddess of war had a more aggressive, martial approach. Of course in real mythology Athena was also a goddess of wisdom, but I thought she would stand out more in terms of gameplay if we emphasized her warlike tendencies while Isis got to be the pacifistic intellectual.

Civilization Evolution: Egyptians


This procession draws from the concept of civilizations evolving through time as presented in “world history” computer games like the Civilization and Empire Earth series. Sometime I’d like to use this as concept art for a game like those, or at least a mod for one of the existing titles out there. I have here a couple of everyday Egyptians as they might have looked in prehistoric times, their “classical” attire from Egyptian civilization’s heyday, and then some speculative industrial- and modern-age designs. InCivilization, they’d probably represent the settler or worker units, and in real-time strategy games like Age of Empires they’d be the villagers gathering your resources.

While this was exhausting to put together, I want to do more of these for a few other ancient civilizations (e.g. Babylonians, Romans, or Maya).

Egyptian Medjay Ranger

Egyptian Medjay Ranger

A Medjay Ranger from ancient Egypt. Though the name “Medjay” originally applied to nomadic warriors in the desert southeast of Egypt, by the New Kingdom the Egyptians had co-opted it for their own native police force (which is what I’m representing here).

The “African Kingdoms” expansion pack for Age of Empires II HD is coming out this week, and I wanted to draw an African soldier in celebration of that. In fact, given that the modding technology for AoE2 has evolved to the point where you can add custom civilizations and units to the game, someday I’d like to add my own Egyptian civilization using the new African architectural set. The Medjay Ranger could be their unique unit (enhanced speed, range, and accuracy, but reduced hitpoints), whereas their Wonder would be something like a Sphinx or one of the big Temples if not the Great Pyramid itself.


Lost City Houses

Some concept sketches of houses for my game concept Lost City. Each represents a typical commoner’s dwelling in the game’s four “stages” (analogous to the ages in Age of Empires). The Clan stage represents prehistoric hunter-gatherers in makeshift shelters, the Village stage represents the dawn of agriculture, and the Town and City stages represent the evolution of an urban civilization. You advance to the next stage once your reproducing subjects reach a certain population and overall happiness level. The main cultural influence in this game is African, albeit from different regions of that vast continent.

LOST CITY Video Game Design

Most of what I’ve posted on this blog thus far has been artwork, with a few stories scattered therein. But by and large these have been amateur hobbyist pursuits. Today I want to talk about my professional ambitions, namely video game design. I’m studying the subject of game design and development over at Coleman University in San Diego, and the introductory course I’ve taken over the past few months has planted in me one concept for a project I see a lot of potential in.

This design, tentatively named Lost City, hybridizes the city-building and real-time strategy game genres. Influences I can name include the Age of Empires series, SimCity, Black & White 2, Pharaoh, and Jurassic Park: Operation Genesis. It takes place in a fantasy setting mixing various African cultural influences with prehistoric life, a tropical world where African-looking people coexist with dinosaurs and other Mesozoic fauna.

You start a standard game with a small clan of hunter-gatherers sleeping in makeshift shelters, and have the task of keeping them fed and secure as  their population reproduces. Over time, your community will upgrade into an agricultural village, then a bustling town, and finally a shining city with grand architecture. As this settlement expands, your people’s needs and desires will evolve too; at first preoccupied with the basics of survival in a harsh wilderness, they will develop a craving for finer luxuries like organized religion or entertainment once they’ve settled themselves in sturdier homes.

While Lost City can be described as a sandbox game, it does have something approximating a victory condition to motivate the gameplay. If you maintain a 90+% level of satisfaction for all your citizenry’s wants and needs after upgrading to the “City stage”,  you’ll be rewarded with a Monument (similar to the Wonder in Age of Empires) testifying to your glory. After this moment, of course, you can continue playing with your sandbox. On the other hand, if you persistently fail your task of governance, your subjects will riot and destroy your Chieftain’s Hut or Palace, thus bringing about the terminal defeat condition.

Of course, there are numerous perils to take into account here. Not only is there a variety of dinosaurs to worry about, but you’ll also have to withstand natural disasters like earthquakes, volcanic eruptions, hurricanes, brush fires, and plague outbreaks. And once your settlement’s economy fills up with surplus resources, enemy tribes and nations will barge into the map for plunder and conquest.

Stayed tuned for elaboration on my proposed gameplay mechanics and concept sketches!