IrregularSaturn
He/him. Pixel artist, digital illustrator, game developer, physicist and video game fan. I dedicated several thousand hours of work to the Mega Man fandom.Interests: Mega Man / Gunvolt / Final Fantasy / Metroid / Gundam / League of Legends / Hollow Knight / Indie
Commissions
I am currently taking static pixel art commissions. I work with two main styles (which use a standard scale between characters) but I have the skill to mimic almost any form of sprite if needed.
Prices are adjusted according to size, complexity and amount of elements.
CURRENTLY INACTIVE FROM COMMISSION WORKS .
Mega Man Works
I am a great enthusiast of Mega Man since my childhood. In the last years, I developed several fan art/fiction and archiving projects, as well as provided a few analyses and findings about the games.
Other Projects
I have taken part in some game projects such as the beat-em-up platformer FictionSphere from Team Einherjar as a background artist. However, due to my split life as a physicist, I had to withdraw from this and many other projects.
Commissions
Over 60 satisfied clients!
Contact me via Twitter, Deviant Art, e-mail or Discord (Not Saturn #7113).
You can see more of my portfolio in my Wix gallery .I accept payments via PayPal and Wise.
Other methods such as Steam Gift Cards can be discussed.
Check all rules and details below!
Pixel Art Commissions (OPEN)
(not available to join projects at the moment)My pixel art commissions are currently divided in seven categories:
• Style T a tiny sprite style with palette limitations that could be between Game Boy Color and Game Boy Advance.
• Style X tries to mimic the pixel art style of the Mega Man X games from the Playstation era (MMX4 to MMX6);
• Style S a modern, larger version of Style X, free from palette limitations.
• Style M an evolution of Style S, in this scale one pixel equals one centimeter. It has more room for anatomically correct proportions and poses, as well as more complex details and shading.
• Style H in this scale, one meter equals 200 pixels. There is room to spare for detail and it's optimal for realistic approaches, at the cost of a longer production time.
• Freestyle is pure pixel art, free from the fixed perspective of sprites. Scenes and portraits go here.
• Others I can mimic essentially any other form and style of pixel art with a decent precision. Keep in mind that the size, amount of details and complexity of shading can significantly affect the price. Examples of styles requested by past commissioners are: Mega Man 8/MM&B, Toru Nakayama (mugshots), Blazblue and King of Fighters XII.Both Style X and Style S use a standard scale for every character, using Mega Man X as height reference (160cm or 5' 3'' tall). That means the sprite of a character 2 meters tall is also going be 25% taller than the reference sprite. Since that affects the price, the client can ask for the pixel art to be smaller or larger.
Drawing Commissions (CLOSED)
The prices for drawing commissions are defined by the average time spent on each step.
• 1st - Sketches or the "Rough Style" are drawings with no compromise of having smooth and thin lines, resulting in a brute, volatile and scribbled look.
• 2nd - The process of making the lineart involves polishing the sketch until it is clean and thin or simply redrawing details with tool lines. An effort is made to create smooth shapes with geometrical precision.
• 3rd - Coloring is the shortest of the steps, as it usually involves only Fill tools.
• 4th - The final step is shading, which can vary wildly according to the lighting and effects requested.
Mega Man Works
A spritecomic with 37 chapters and over 400 pages produced since 2015. It integrates and expands key lore elements of the entire Mega Man X saga, in a plot that touches unexplored topics regarding Reploidkind and the world in 21XX. Since it is made almost entirely with original assets, the production had to be put on hold several times due to college and other projects. The comic can be read via Deviant Art, ComicFury and Google Drive (where it can be downloaded with related artworks and documents). It also has a wikia.A squad/assist-based game project is on the draft. Highly unfeasible due to the amount of features, but it costs nothing to dream. Check the concept here.
Mega Man X: Sprite Conversion Project
A collection of about 90 original sprites in the art style of the Mega Man X games from the Playstation era. Starting in December 2019, this was a year-long endeavor to give pixelated forms to characters from several media who never got depicted in that style, with bits of lore included in every post. Check it on Twitter or Deviant Art!
A guide to PSX Mega Man Backgrounds
A mini-book that brings together most of my knowledge on the production of game backgrounds, themed around Mega Man X and its games of the Playstation era, in which I specialize due to the years producing assets to MMX:U49 and other projects. Accompanying the technical descriptions, there are videoclasses showcasing my methods. You can access and download it here.
Asset archiving and HD Pictures of PS2-NGC era Mega Man X Games
The last three Mega Man X console games were released between 2003 and 2004 as very distinct 3D games. Back then, it was very hard to get good pictures and footages due to limitations on rendering and resolution. While assets of the 2D games were almost totally archived by the community, the assets of that trio have become accessible only in the following decade with advancements on emulation and extraction tools. The resolution and rendering quality however can already be increased tenfold. After learning about that, I made endeavors to recover as much as possible of the beauty of those games.• Mega Man X7 (PS2/PC): Texture extraction (>90%, not fully catalogued) and HD pictures of all characters, trivia.
• Mega Man X8 (PS2/PC): HD pictures of all characters, contributions on analysing the game models of the PC version using Noesis.
• Mega Man X: Command Mission (PS2/NGC): Character model extraction (99%), texture extraction (>90%, not fully catalogued), HD pictures of all characters and stages using Dolphin.No PS2 model extractors work on any of those. The only reason they have been extracted is that their PC ports (X7/X8) can be read by extractors. On the other side, Command Mission could only be accessed due to three different tools specifically designed to convert the game files into models compatible with known softwares. Further details described in folder documentation.X7 and X8 HD References (includes X7 textures)
Findings on X7 and X8
Command Mission HD References
Command Mission Models (includes character height charts!)
Command Mission Textures
Lore Analysis and Headcanon
The world of Mega Man always fascinated me. One of my frustrations with the X saga is that its universe is not as explored as it could be, and even what is shown has unexplained gaps. Of course, one could argue those details were not necessary for the platform games to work, but they are not irrelevant, otherwise fans would not be debating about them for two decades. While writing my own Mega Man X story, I wanted to delve into those issues to create a consistent set of rules and a tied timeline of events. That resulted in a lot of headcanon, some tuned to my needs in the story, other could easily be official. Those thoughts were developed in charts, documents and Twitter threads.• Analysis on the crash of the Space Colony Eurasia
• Mega Man X6 World Map makes no sense!
• 21XX Era Timeline (tuned for MMX:U49)
• Known locations of Mega Man X stages
• The Mind Problem of the New Generation Reploids (section 1 & 1.1)
• A discussion of the nature of the Sigma Virus (section 1)
• Mysterious Researcher and why Zero did not seal himself right after X6 (section: Dr. Rubix)
• Earth's Council: the rulers of the world (section 1.1 to 1.5)
• How Teleportation Works in Mega Man (Probably)