Home » Portfolio » DLC area concept art | Deathbound

DLC area concept art | Deathbound

DLC area concept art made for “Accepted by Death’, Deathbound‘s boss rush downloadable content. In 2023 I joined Trialforge to work as a prop and environment concept artist. It is a pleasure to share those. ♥

This is the ‘Path to Death’, a snow-themed hub in which you’ll find a deeper part of the Church of Death lore. Gameplay-wise, you can use portals to face the game’s bosses as new challenges. All pillars and most buildings have a mausoleum motif in which parts of the structure are made with bones and remains.

I was responsible for concepting this area from scratch, then funneling those explorations onto thorough callouts and prop sheets the 3D team would use to create this area. I’d venture back and forth between Blender and the drawing boards for these, then provide rough 3D sketches to the Environment team so they could test and adjust the prop sizes in-engine before modeling the final designs.

An engine view of the finished Grief’s Pathway, and a gorgeous Death statue. ♥

Initial exploration

Path to Death Entrance Concept and shots

Death Statue Central Area

The Pathway’s central area, with a large Death statue. It’s initially locked, and after completing the boss rush you’re able to access the hub’s final area.
Illustration of a scale with two hanging plates and a lamp staff. Both are being held by the silhouette of a winged figure.
Death statue props concept art. The Church of Death’s holy symbol is the “Catena” at the top of the scale. We entertained the idea of making it assemble as its full form only when the scale was horizontal and balanced. If the scale tilted, the Catena would split.
Illustration of a silver and gold plate held by chains
Death’s Golden plate callout

Pathway’s Final Area

Front view of the Pathway’s last area.
Illustration of a long rocky stairway with stone pillars at both sides. At its' end there is a temple facade reminiscent of Ancient Greece's architecture.
Grief’s arena entrance concept art. This is the pathway’s last area, and beyond this path lies the final boss arena.

Death Caryatids

Initial explorations of the Death Caryatids that hold the final area structures.
DLC area concept art showing side and back views of a veiled skeleton Caryatid.
Death Caryatid statue final concepts. Guilherme Rocha made an incredible work modeling those.

Door Concepts

Initial explorations for the DLC area doors, from more geometric and angular to Gigeresque organic designs.
Central area door concept.
Final area door concept. Those were based on the Pantheon’s bronze doors, with the DLC boss design and the Catena serving as decoration.

More DLC Prop sheets and callouts

Ingame view of the portals
These are among my fav designs for the DLC. They’re portals you use to face the bosses.
Brazier concept art with a callout showing its base.
Essence cage concepts with callouts for materials, details and scale information.
Initial exploration of the pillars that would decorate the Pathway. Those were narrowed down to only a few designs.
Window scale, details and materials.
Wall details, scale, and materials.
Concept art of a stone column.
Urn, vase and flowerbed illustrations
These props were created and modeled by Natane Scarpi. I was responsible for making paintovers to define their materials.
An asset we briefly considered to use as decoration.

Path to Death Gif process

A gif compilation showing the DLC’s Pathway from initial explorations to its final engine shot. Thanks and enjoy!

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

Comments

Leave a Reply

Your email address will not be published. Required fields are marked *