Ian McQue: The Magic of the Everyday to Create the Extraordinary

Few artists capture the imagination quite like Ian McQue. With a career spanning video games, film, and personal projects, he’s best known for his stunning flying ship illustrations and intricate world-building. After over a decade in the making, McQue is finally set to release his long-awaited art book.

We sat down with Ian to discuss his creative journey, the evolution of his distinctive style, and what fans can expect from the book.

The Evolution of a Distinct Style

McQue’s signature flying ships and weathered industrial worlds are instantly recognizable. But how did he develop such a unique style?

“I used to think you had to be a master painter to be a concept artist. Then I realised it’s about finding tools that help you express your ideas in the best way possible.”

Your style comes from as much to do with how your arm works and how you hold a pencil as your influences and experiences, it all feeds your style”

McQue encourages artists to step outside and find inspiration in their surroundings and artists should embrace their unique perspectives. “There’s magic on your doorstep that nobody else has because they don’t live in your house, they don’t have your experiences. Use that as much as possible—it will give your work a distinct feel. Walk outside, take your sketchbook, and draw what you see. Let that influence your fantasy environments.

His work is not just about designing spaceships—it’s about storytelling. “I don’t just want to design a cold spaceship. What story is being told there? I want to show its setting, the story within the frame. Who maintains these ships? Who cooks the food? Who does the blue-collar jobs in these futuristic worlds?” 

This interest in the everyday stems from his own background growing up in Sunderland, a city with a deep industrial history. “I would like to think that that kind of approach is inherent in my work. Some of those environments and moments, bin men collecting rubbish, workers heading to their shifts, they show up in different ways in my art, just transplanted into a more fantastical setting.”

Rather than chasing trends or likes, he urges artists to create what resonates with them. “One of the dangers in concept art is that people try to be too marketable, and the work ends up feeling generic. The best stuff comes from people who truly own their worlds.”

"If you can bring honesty and truth into your work, it will feel more believable. if it doesn't have a kind of a believability about it at its core, then your eye just kind of slides off the page. That’s the key to making sci-fi or fantasy work—grounding it in something real."

Process

Despite working digitally, McQue keeps his process as traditional as possible. “I start everything with a 2B pencil and a sketchbook. Then I scan it and paint into it in Photoshop. I don’t use a lot of layers or tricks—I want it to feel organic.”

 

 

His approach is deeply iterative, starting loose and gestural before refining details. “I begin with big, broad strokes using brushes that mimic pastels or gouache. It’s about building up the image gradually, much like a traditional painting.  When people watch me work, it’s not that different from seeing someone paint with watercolor, gouache, acrylic, or oil.”

 

 

One of the biggest game-changers for him was discovering Kyle Webster’s digital brushes. “Before that, I was just using the default Photoshop brushes. Kyle’s brushes allowed me to paint digitally in a way that felt natural.”

More Than Just an Art Book

An Art Book was something I always planned to do,” McQue admits. Over the years, growing a significant following through CG Hub and other platforms, he frequently received requests to compile his work into a book.  When he left Rockstar Games, he finally had the time to focus on it—but life had other plans.

I got a lot of offers to work on films, and that sidetracked me a bit,” he says. His freelance career took off as he worked with major film studios, pushing the book to the back burner. But the idea never left him.


Enter Jim Rossignol, a former video game journalist and the founder of Rock Paper Shotgun, who transitioned into game development.The two bonded over their shared love of world-building, and when Rossignol suggested collaborating on the book, McQue knew it was time.

Jim’s a great writer, and I thought, now’s the time to do it, and he’s the right person to help me make it.


McQue envisions the book as more than just a collection of artwork. “
I hope it will be more than the sum of its parts,” he explains. “Between my artwork and Jim’s writing, I want it to feel like a window into a larger world.


Inspired by the iconic art books of the 1970s, McQue wants readers to experience the same sense of wonder that shaped him as an artist. “
I remember spending hours poring over the details in those books. I want people to have that same feeling.

With Rossignol’s background in tabletop RPGs, they explored the idea of making the book a world-building guide. “If it has enough detail—about the people, places, ships, and history—hopefully, it will inspire others to create their own stories.


His long-anticipated book is due for release this Summer, and if McQue’s vision is anything to go by, it will be well worth it.

Mortal Engines: 60+ Concept Art by Ian McQue

IAN MCQUE at IAMAG: What to Expect

As for IAMC25 ,Ian is excited to reconnect with the artistic community.

 

“I haven’t done an event in years. Just sitting down, looking at portfolios, talking about art—I’ve missed that.”

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