Thom Tenery

@thomtenery.bsky.social

Art Director. Concept Artist. TRON: (Ares) Ascension, Rogue One, Solo, Star Wars: Force Awakens, Oblivion, iD Software, WOTC/D&D, NatGeo, TOR/Orbit ADG Local 800 www.thomlab.com

The No ICE in Minnesota charity bundle submission period is now open: itch.io/jam/no-ice-i... All games, free and paid, TTRPG and browser based-alike are welcome Submissions are open until January 26 & the charity bundle supporting a Minnesota based Immigrants' rights org will go live in February

graphic that says no ice in Minnesota itch.io charity bundle

Concept art from my time on the Disney lot in 2013 working on Joseph Kosinski’s TRON: Ascension with the incredible Production Designer Darren Gilford, David Levy, Annis Naeem, and Kristen Maloney.

Concept art from the 2013 version of Joseph Konsinski's TRON: Ascension. Three red lightcycles on a real-world highway being pursued by a police car. One of the lightcycles activates its lightwall/lighttrail and splits the police car in two.Concept art from the 2013 version of Joseph Konsinski's TRON: Ascension. Three red lightcycles on a real-world highway being pursued by a police car. One of the lightcycles activates its lightwall/lighttrail and splits the police car in two.

I spent 6 months on the Disney lot in 2013 working on Joseph Kosinski’s TRON: Ascension with the incredible Production Designer Darren Gilford, David Levy, Annis Naeem, and Kristen Maloney. It took more than 10 years for it to evolve into TRON: ARES ....

Shot design and concept art for TRON: ARES (formerly TRON: Ascension), created for the 2013 version of Joseph Kosinski's TRON sequel. This shot shows a red lightcycle in a real-world urban context moving stealthily between two big rigs on a highway in the city.Shot design and concept art for TRON: ARES (formerly TRON: Ascension), created for the 2013 version of Joseph Kosinski's TRON sequel. This shot shows a red lightcycle in a real-world urban context moving at high speed on a highway in the city being pursued by police cars and a police helicopter.

Concept art for Solo: A Star Wars Story. Mimban - trench warfare, ultra-tanks, slave Wookies, desolate vistas - the horrors of war in one dark sequence. We were riffing on historical WW1 photography for this location.

Concept art for Solo: A Star Wars Story. Mimban - trench warfare, desolate vistas, ultra-tanks, slave Wookies - all the horrors of war in one dark sequence. Concept art for Solo: A Star Wars Story. Mimban - trench warfare, desolate vistas, ultra-tanks, slave Wookies - all the horrors of war in one dark sequence. Concept art for Solo: A Star Wars Story. Mimban - trench warfare, desolate vistas, ultra-tanks, slave Wookies - all the horrors of war in one dark sequence. Concept art for Solo: A Star Wars Story. Mimban - trench warfare, desolate vistas, ultra-tanks, slave Wookies - all the horrors of war in one dark sequence.

Mega-Cenotes and paddlewheel boats on Gangster Planet, aka ‘Crime Island’ for Star Wars: Solo. We explored every Western trope we could think of for this film. These didn't fly, but I always liked the Apocalypse Now vibe.

Concept art for Solo: A Star Wars Story. Mega-Cenote on Gangster PlanetConcept art for Solo: A Star Wars Story. Han and Chewie riding a paddlewheel boat toward a gangster hideout.

Concept Art for Rogue One: Saw Gerrera's downed ship as resistance hideout. I always liked how 'quiet' these felt. There was strong support from Doug Chiang (PD) and Gareth Edwards for working that way - a very vibes-forward attitude to concept art on that film.

Concept Art for Rogue One: Saw Gerrera's downed ship as resistance hideout.Concept Art for Rogue One: Saw Gerrera's downed ship as resistance hideout.Concept Art for Rogue One: Saw Gerrera's downed ship as resistance hideout.Concept Art for Rogue One: Saw Gerrera's downed ship as resistance hideout.

Concept art for Solo, A Star Wars Story: the Imperial Conveyex (train) heist. I remember the crew at ILMxLAB were walking around on top of my train on a virtual stage planning action for scenes as quickly as I could hand off concept models. That use of VR was new-ish tech at the time (2015).

Concept art for Solo, A Star Wars Story: the Imperial Conveyex (train) heist.Concept art for Solo, A Star Wars Story: the Imperial Conveyex (train) heist.Concept art for Solo, A Star Wars Story: the Imperial Conveyex (train) heist.Concept art for Solo, A Star Wars Story: the Imperial Conveyex (train) heist.

Concept Design for Kylo Ren’s Command Shuttle, aka JKShuttle (Jedi Killer), from Star Wars: Episode VII The Force Awakens - From 3d sketch to final. We spent about a month designing this one. I think it was one of the first approved designs for the film.

Concept Design for Kylo Ren’s Command Shuttle from Star Wars: Episode VII The Force AwakensConcept Design for Kylo Ren’s Command Shuttle from Star Wars: Episode VII The Force AwakensConcept Design for Kylo Ren’s Command Shuttle from Star Wars: Episode VII The Force AwakensConcept Design for Kylo Ren’s Command Shuttle from Star Wars: Episode VII The Force Awakens

Andor is a gift. I still can’t believe it got made. Here’s more of my Rogue One concept art - the Occupation of Jedha. Reality continues to be stranger and more cruel than fiction.

Concept Art from the movie Rogue One - the Occupation of JedhaConcept Art from the movie Rogue One - the Occupation of JedhaConcept Art from the movie Rogue One - the Occupation of Jedha

Vader’s Chamber (Bacta Tank variant) and Chamber Door concept art for Rogue One. I think this made the screen mostly intact. I’d forgotten this set was code-named the “White House” during preproduction. That’s giving this 10 yr old work new resonance for me given current events.

Vader’s Chamber (Bacta Tank variant) and Chamber Door concept art for Rogue OneVader’s Chamber (Bacta Tank variant) and Chamber Door concept art for Rogue OneVader’s Chamber (Bacta Tank variant) and Chamber Door concept art for Rogue One

Concept Art and process work for Rogue One. I worked on this sequence from early concept art to the set build - based (very) loosely around a Ralph McQuarrie sketch from the original trilogy. This shot was so spot-on the concept art that I remember gasping audibly during the screening.

Concept art for the Star Wars film Rogue One. Mountain platform scene.Concept art for the Star Wars film Rogue One. Mountain platform scene.Concept art for the Star Wars film Rogue One. Mountain platform scene.

My design for the TIE Striker from Rogue One. Gareth Edwards asked for an atmospheric TIE for the Scarif assault. I always preferred the compact variant (3) but still really like this 'long-pill' that we put in the film. ILM absolutely nailed it with a completely faithful realization of the design.

design for the TIE Striker from Rogue Onedesign for the TIE Striker from Rogue Onedesign for the TIE Striker from Rogue One

Early concept designs for Jyn's Ship from Rogue One. Jyn's Ship was an art department-wide development effort. It was a career highlight working with a legendary team on the most significant movie-world of my youth. Find much more on the development of Jyn's ship in The Art of Rogue One art book.

concept art for Jyn's ship from Rogue One.BildBild

crop of a piece for a book called BLAST (2012). there's something vaguely steampunk about it aesthetically although i never really subscribed to the genre. maybe it's the dystopic carnival atmosphere, idk.

illustration for BLAST: spaceship sketches and rendering, published 2012, Design Studio Press.