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Cathedral concept art | Deathbound

Cathedral 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. ♥

The Cathedral is an important area in the game and we needed its interiors to match its impact in the story. It was an old major government building that serves nowadays as a last stand by one side of the war.

I was responsible for creating concept art for some of its rooms and props, including their set dressing. To speed up our pipeline, the level designer and 3D team trained me to transition from drawing concepts of the set dressing to simply placing them directly on the scene using Unreal, and also to import my Blender blockouts into the engine for testing.

Exterior Balcony concept art

A balcony. I started with a rough sketches (next image), then modeled a rough 3d base to test and refine the scale in-engine alongside the level designer and 3D teams while refining the concepts both for the structure and the dressing.
It was so nice to use Brazilian brutalist buildings as inspiration, such as Sao Paulo and Piaui’s tribunals.
Final, ingame version
We used this mood shot to discuss an important cutscene.
The final result is pretty similar!
Another view of the same cutscene.

Life Garden Mood Shot

Life Garden mood shot — the art director suggested using vibrant, almost neon-like flora and lights.
Ingame Life Garden view

Window Room

We started with an engine blockout that I exported onto Blender to keep refining and sketching
Window Room renders with color and decal suggestions
More moods and ideas
This area has some of my personal favorite works for the game.

Genesis Garden

Genesis Garden area: Mood shot
This area also started with an engine blockout, and then I had freedon to model and suggest structures as necessary.
Genesis Garden refs and more angles.
Elevator entrance render and mood test.

Garden Corridor concept art

Garden corridor: Sketches on top of our initial blockout
Final concept – I made that large bronze panel to suggest it was a view of the city, crystalized as an artwork that would help structure this old, important government building.
Another Garden Corridor concept shot.
At the time I was using Sao Paulo’s metro and bus terminals a lot and took lots of pictures of details and decoration to use as mood inspiration.
Ceiling vegetation panels.
More details
I like this render! I tested putting an enemy on a corridor, using ceiling fixtures that the art team had made for another office room.
Stunning ingame corridor set up by the level designer and 3d teams
I want to live there <3 Cheers and thank you for checking these!

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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