A visual concept branch within the Marcus Wonyâ Sullivan ecosystem.
Itz SwirlZz Art is the visual concept archive of my creative system.
It represents drawings, design ideas, and conceptual work that started in school and evolved into a long-term habit of translating ideas into visual form instead of only describing them.
This branch is focused on idea visualization.
It connects heavily to gaming inspiration, especially Destiny-era concepts, UI-style thinking, and experimental worldbuilding.
This branch started in freshman year of high school.
It began as a coping and expression tool. I have ADD, and I needed something to burn energy during class. Drawing became the outlet.
At first, it wasn’t “art for art’s sake.” It was concept translation.
Most early work was Destiny 1 inspired:
One of the earliest ideas I remember was a rocket concept called M.A.U.L.E.R, which launched a targeting beacon that triggered a volley strike. Another was a dual-fire tracking rocket idea that later reminded me of weapons like Two-Tailed Fox in Destiny 2. These coincidences reinforced my habit of designing systems that already felt like they existed somewhere in the future.
A recurring early concept was Pistil’s Gambit, a void machine gun with a floral design language. That idea later tied into early SOHA concept development.
The goal was to make ideas visible.
Two key influences shaped this branch early on:
A high school art teacher (Mr. Kirgis / Jay Kirgis), who encouraged experimentation and showed that ideas could be translated visually without needing perfection.
A creative figure who said: “If you can think it, you can ink it.”
These ideas reinforced the belief that concepts do not need to stay abstract.
My visual style is defined more by process.
Key traits:
Heavy use of outlines and sketch-based structure
Limited focus on color or shading
Strong emphasis on concept clarity over aesthetic completion
Visual ideas often function like design blueprints
Handwriting and sketch style create a recognizable identity unintentionally
Even when unfinished, the work is usually identifiable as mine due to its structure and presentation style.
This branch is a concept engine
Many ideas remain unfinished or intentionally unpolished
Some concepts later influence music projects and narrative systems
SOHA is one of the most structured evolutions of early concept work
Early Destiny concepts acted as the foundation for later creative branching
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