Tom Muller

@hellomuller.bsky.social

🟠 Award-winning Belgian🇧🇪 designer & creative director in London. Designing Fiction & Branding Stories. https://linkt.ree/hellomuller

I’ve been busy the last year building a game platform startup with some friends: NITRIC is an all-in-one platform for game devs and indie devs. One tool for community, funding and feedback. No more messing with multiple platforms to get your game to your fans. Check it out! nitricplay.com

OK, I just read an advance copy of @cjward.bsky.social & @tristansbones.bsky.social's EVENT HORIZON #1 coming from @idwpublishing.com; and it is STUNNING. Perfectly captures the horror and dread of the film. The writing has got me hooked and the art has freaked me out. I SEE!

David Brooke@davidbrooke.bsky.social · last yr.

Got to read EVENT HORIZON: DARK DESCENT #1 last night, and hoo boy, it's excellent. @cjward.bsky.social has done a great job carving out unique character for them to encounter utter horror. @tristansbones.bsky.social makes your skin crawl and lets the darkness in. Out July 14! @idwpublishing.com

🚨WE ARE LIVE!!!!!! DRIFTER: OMNIA is the definitive and repackaged edition of DRIFTER, collecting the full series in one 500+ page volume with full remastered design by me. This is the art & design object your coffee table needs. 🚀 Pledge now: www.kickstarter.com/projects/iva...

DRIFTER: Omnia – the Complete Series

A 500+ page sci-fi hardcover by Iván Brandon & Nic Klein—rebuilt as a single designed object. Pledge early to be printed in the book.

kickstarter.com

How it started ——— How it ended. Delivered the design for the upcoming FALL OF THE HOUSE OF X / RISE OF THE POWERS OF X hardcover omnibus to Marvel. 100+ new pages of design, covers and the usual touch of Pantone colors. For Krakoan lovers.

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A selection of logos and brand marks for fashion, culture, entertainment, gaming, technology, publishing and the spaces in-between. helloMuller — Designing Stories & Branding Fiction.

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I’ve concluded that 98% of AI generated art is bland, derivative, lacking in depth and artistry and aesthetically monotonous. The remaining 2% is made by artists and designers building their own models and training systems on their own work, using it as another tool, not the end goal.