Hard work, attention to detail, visually identifiable, something you can actually imagine existing same as if you were standing next to it observing every detail up close. Our brains know if something looks fake, so any design must be as sharp as the world we live in.
>>497639 >What's the secret behind making good concept designs?
Use good references of course. And practice, lots of practice.
Your pic is visually interesting but impractical (looks like the kind of power armor Germans would invent; over engineered, too many delicate pieces), if you look at the sort of body armor modern soldiers use it's streamlined, if it's got belts or harnesses or something on it it's to hold gear or be easily dragged away by comrades, etc
>>497639 Look up references from previous games and see flaws in their designs, unfortunately this is the most effective method so far. Most of these over-the-top designs were based on Japanese mech and armor designs from the 80's and 90's anime and manga. Optionally, look up current military armor from various countries and check out tech news on invented military technology and imply it to your concept design. You can start with Livescience for the tech shit :^)
>>497639 In relation to your own pic and every design ever, learn how to steal ideas from others, past and present, and mix them together with your ideas. If you want to be really great, steal from things outside of your particular field of study; other disciplines of art and aesthetics.
In my opinion, inspiration is of the highest degree when it is taken from your direct experience of the real world, rather than your interpretation of someone else's experience.
Your imagination is composed of nothing but other people's ideas, learned systems for interpreting symbols and your particular experiences.
You also need to know how to actually draw, and understand form. Learn to convey ideas through shape, value and color alone.
Also be legible, and use only those things which are absolutely necessary to your core idea.
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