Infernum ex Machina (Hell in the Machine) is an ongoing worldbuilding project where I focus on creating a story which i use to illustrate scenes from. In short, the world revolves around a strange event that takes places where anxious children would wake up with a nightmare creature bonded to them. the story revolves around how the world handles these changes to society
ABOUT ME
Hello, I'm Rick, a 2D illustrator and 3D generalist. I've been passionate about art since I was a kid, and illustration has always been my creative outlet. Right now, I'm focusing on improving my skills in 3D art, particularly 3D modeling, while continuing to develop my 2D illustration skills. Eventually, I'd love to find a role in the industry as a 3D prop or character artist, or as a 2D illustrator or concept artist.
Background
My journey in art began at a young age. What started as a simple distraction soon grew into a deep passion, inspired by friends and online artwork. I began drawing and never stopped. In high school, I enrolled in an optional course at the "Koninklijke Academie van Beeldende Kunsten" in The Hague, which pushed me further toward pursuing art professionally. Initially, I studied product design at The Hague University of Applied Sciences, but I felt it didn't challenge me creatively. After my second year, I decided to transfer to the "Hogeschool voor de Kunsten Utrecht," where I'm currently a second-year Game Art student.
Inspirations
My inspirations are drawn from a mix of different worlds and mediums, all of which deeply influence my work. The intricate storytelling of 90s anime and the artistic mastery of creators like Katsuhiro Otomo and Kim Jung Gi have shaped my visual style, pushing me to explore complex characters and dynamic scenes. I’m also captivated by the works of fiction from authors like Stephen King, H.P. Lovecraft, Neil Gaiman, and Orson Scott Card’s Speaker for the Dead.These stories fuel my imagination, inspiring me to create narratives that blur the line between reality and the surreal.
Games like Dark Souls and an endless list of indie media further feed my creativity, offering unique perspectives and challenging the conventional. But perhaps my greatest inspiration comes from the people around me—friends and fellow creators who constantly push the boundaries of what’s possible.
These influences lead me to a fascination with distorting reality, twisting it to reveal hidden wonders. Through my art, I strive to peel back the layers of the mundane, exposing the extraordinary and the bizarre. My goal is to invite viewers to see the world through a different, more whimsical lens, where the ordinary becomes something truly magical.
Mediums
I mainly create 2D digital art using Procreate, Adobe Photoshop, and Aseprite. For illustrations, I stick to industry-standard tools like Procreate and Photoshop, while Aseprite adds a unique pixel art style to my work. In 3D, I use Blender and Substance Painter to create detailed, realistic models, with Aseprite also helping to add a stylized touch to my 3D pieces. Along with software, I work on an iPad and a Huion Kamvas Pro 16. Outside of visual art, I’m into game programming with Visual Studio and C#, as well as web development using Java, CSS, and HTML.
About This Website
This website was built from scratch using HTML, CSS, and JavaScript to showcase my portfolio. It is hosted on GitHub Pages. Due to limited resources, I haven't been able to test the site on multiple devices, so please note that it is not optimized for mobile use. For the best experience, I recommend viewing it in Chrome using a desktop. If you encounter any issues or have any questions, feel free to reach out to me at richard.den.bakker@gmail.com
Known problems: text displays incorrectly using firefox;