Gaussfraktarna roughly means "Gauss freighter" in English (or at least that's what Google Translate tells me). It is one of many works that form part of Simon Stålenhag's futuristic mythos, which also comprises several artbooks, a TTRPG, and a TV show. Stålenhag has received considerable attention in recent years, and it's not difficult to see why. There's something oddly compelling about a vintage Swedish landscape combined with sci-fi technology.
Now sadly deceased, Mark Ferrari worked on many classic point-and-click adventure games during the 90s. At some point, he also did a set of gorgeous high-colour-range pixel art images, which have been used to demo canvas colour cycling. Unfortunately, I can't include the animated version due to the way the technique works; click the link above to see it.
1041uuu is one of my primary inspirations whenever I try my hand at pixel art. His work is not that technically advanced, but nevertheless exceedingly well done. Much of it, like this oddly-titled piece, reflects the landscape of his native Japan.
The second in Urbanowicz's New Storefronts series, this painting, like its cohorts, is designed to represent a hypothetical store that would liven up the often-bland Tokyo cityscape. In this case, they sell typewriters.
Laskowski's work, especially his earlier content, takes a large amount of inspiration from the video game Mirror's Edge - but his artstyle easily surpasses the direction of the game, even when talking about an really old piece which he refers to as "flawed".
Every cat deserves this kind of devotion and worship. Especially mine (except for when he's trying to get in the dishwasher).
Details unknown (concept art for Portal 2) Digital raster
I'm a huge fan of Portal 2's art direction. The team at Valve clearly put a lot of work into it:
Inspirations included photos of NASA’s Apollo and Shuttle programs, CERN’s particle accelerators both modern and obsolete, industrial robots, derelict Soviet space shuttles, overgrown temples, Brussels metro stations, seedy American motels, junkyards filled with rocketry equipment, Chinese apartment blocks under construction, Polish shipyards, neutrino detectors deep underground in nickel mines, corporate headquarters from a variety of eras, commercial nuclear reactors, experimental fusion reactors, rain-sodden book depositories in Detroit, peculiar cameras, forgotten space probes, you name it.
It shows. This is one of my favourite pieces that was produced; the final game has a very similar looking area, but it doesn't quite match the concept.
Ruxing Gao has a really unique artstyle that he uses to full effect in his art. Although it is a bit difficult to notice here, other works make his clever use of three-dimensional modelling more clear.
Varguy's playful tone and charming style are hallmarks of his critically underrated body of work. This is one of my favourites - I've always been a fan of rain, and this is a take on it better than anything I could do.
Temmie Chang may be most renowned for her work on Undertale, but that is selling her work short. Her background in animation means she produces lots of great stuff outside the aforementioned game. This is one such example, featuring one of her OCs.