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Alley concept art | Deathbound

Alley concept art made for Trialforge Studio. In 2023 I joined their incredible team to work as a prop and environment concept artist for Deathbound, a souls-like game released in October 2024. It is a pleasure to share those. ♥

Most of these concepts are in “High Streets”, a modern-looking area that is nowadays occupied by medieval-like groups.

The concept team was responsible for proposing what these areas would look like, using a base engine blockout as a start and discussing those with the directors, 3D, and level design teams.

We’d help position large objects (buildings, trees) when needed, then follow a briefing to distribute the area’s objects and details, then create keys and mood shots to define lighting and color palettes. These objects were from preexisting sets created by the 3D team, and sometimes we were able to create concepts for new additions (unique doors, graffiti, vegetation, street damage, the phylacteries, etc)

Alley mood shot and concepts

illustration of a medieval character facing a quadruped fire beast in a dark alley
Alley area illustration
Alley dressing details: Marking areas with trails of blood, puddles and debris
Screenshots showing the alley area and Anna facing a Chimera.
Screenshots showing the alley area and Anna facing a Chimera. Merch idea: Chimera plushies.

Arena key and concepts

Arena key illustration
Arena dressing overview
Arena dressing details

Phylactery explorations

Several drawings and versions of a technological device that makes a spinning motion.
Phylactery explorations: Geometric, or a spider-like mechanical flower that stabs itself, why not.
drawings of an hourglass-like machine
Hourglass Phylactery exploration. As it turns over it alternates between energies that are important in the lore.
More phylacteries: A device perfected by essencemancers.
This one mimics a tree found in the Life Laboratories.

Story door

Concept art of a door. It has its front and back views, decorated by wooden boards, and dark metal bolts and locks.
We needed an unique medieval-looking door for a specific story moment.

Software: Blender, Unreal, Photoshop.

Team

This list far from covers all Deathbound contributors, it has only team members I’d contact often when creating those concepts. There are more team members listed in my Artstation Deathbound posts.

Rafael Dantas, our art director.

Natane Souza, a 3D props artist passionate about stylized art.

Bruna Grinkraut, a complete environment artist who was also responsible for set dressing.

Yuri Mota, our materials, tree and textures expert.

Bruno Belício, our VFX wizard.

Gabriel Abner, our 3D lead, who modeled the large architectural and natural items, such as the volcano and isles. He has mentored me a lot on how to prepare concepts for 3D pipelines.

Yago Souza, the concept artist responsible for the final boss arena. He is also specialized in hard-surface and lighting.

Lucas Santiago, our lead character concept artist.

Renato Medeiros and Guilherme Rocha, character artists.

Luisa Cardoso, who’d take care of anything relating to UIs, icons and the game’s visual identity as a whole.

João Paulo, one of our level designers.

Semper, our lead 3D animator and generalist.

Anna Gianelli 🪸, our producer.

Thiago Batista, Narrative Director, and Renato Baroni, our lead writer.

Deathbound – Links

Softwares: Blender, Unreal, Photoshop.

Steam: Deathbound

DLC: Deathbound: Accepted by Death on Steam

Development: Trialforge Studio

Publishing: Tate Multimedia

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