A bit of an oldskool romp. I felt like practicing 'shape-bluffing', a method for adding abstract detail often used when pixeling logos in the days of teh skene, and also employed by some game artists as well (Dan and Henk, most notably). I thought I might find the practice useful for game graphics. Also I kinda missed working with a saucy 16-color ramp :D
Possibly unconsciously influenced by Achewood. All you asymmetry cultists, enjoy!