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Game concept art

A game concept art example showing a scientist’s experiment. An obstinate scholar tries to animate a statue using unethical means and magical powers.

This exercise is based on a “mad scientist” prompt kindly sent by the Trialforge team. Thank you!! 🧪

Software: Blender, Photoshop, Clip Studio Paint

A Renaissance-themed “mad scientist” concept

Details drawn on top of the rough 3D lineart. There are tomb details, debris, small books, teacups and other clutter. The giant statue is an armored-knight type.
Image caption:
Chains attached to ceiling and walls by heavy metal rings. Were those used to transport the statue, which broke the staircase and floors on its way to the altar? Or are the chains for containing the statue, once it is animated? I left this part of the narrative ambiguous.

My main intent was to express that, for some reason, the workers still find it necessary to keep the statue chained. I wanted several paintings and windows lined up on the walls, as if watching the scientist and workers.

Gameplay-wise, a player could use the windows to hide, shoot from, climb, set up traps, etc. Do the walls need custom, intricate architecture details? Added ‘fake’ shadows to improve readability.

Production shot + close-ups

Painting of an armored character approaching a giant statue chained to a church altar.
Cinematic / production shot

Do you think this experiment would be successful? What would ‘successful’ mean in this context? And what outcomes do you imagine for this scene? I’m a fan of gentle endings, but I think this take on a scientist’s laboratory is pretty grim, profane, and tragic!

Close-up of the armored character approaching a giant statue chained to a church altar.
good luck little crossbow guy!!!!

Development

First roughs and ideas

Black and white sketches of other "large statue or monster/creature character, being experimented on"
Image caption:
I wanted large tanks, tubes, machines, or creatures to serve as the main focal element in the environment. I explored naga/mermaids, and 70’s scientists using radiation to animate a statue.
The statue is oddly positioned, the pose is of a standing character. It is a conqueror/warlord type, laid down, pacified.

Image references and moods

Photos of real statues, tombs, church altars and furniture.

Chosen concepts and story

I unified the “scientist tries to animate a statue” theme using historical figures and locations in Portugal as inspiration for this fictional Kingdom and story.

The altar area is based on the Jerónimos Monastery, the large statue is based on a real statue of D. Afonso, a Portuguese king, and the submerged tomb is based on Vasco da Gama’s tomb. I created new designs for the characters, but kept their motifs of a king/authority military statue + an explorer’s tomb.

Drawings of the altar statue and important items and structures positioned around it.
Image caption:
Exploring the idea of an apparent noble goal being achieved through wrong conduct.
An “end justifies the means” take on the scientist and their experiment.

A scholar desecrates holy ground to help their kingdom win a war, or revive a golden era.
They ask the crown for a secluded place to research ancient legends. Once funded, they try to revive an historical hero through a statue.
Sketches of the altar elements and wall details, such as tombs, windows and doors.
Altar, POV and wall sketches.

3D modeling

Blender interface screenshots showing rough 3D characters, bookshelves and reflective globes.
Image caption:
Building a human-sized figure and using it as a reference to scale important objects (the statue, tomb, tools and books).

I’m anchoring visual narrative on the idea of a third-person view of a player character exploring the church altar.
More 3D interfaces showing the altar, giant statue, benches, and bookshelves.
Image caption:
The scientist is using water + magical artifacts (crystals) to conduct powers from a historical figure tomb into the statue.

I modeled base furniture (bookshelves, barrels, benches, desks) to fill the scene. Broke the stone staircase; statue and altar are joined by a water stream.

Piled benches, expensive shelf as bridge = wickedness, despair, obstinacy.
Sketches of a character in several "confident" poses, chest out, a foot propped firmly on the ground. They carry scepters and shields.
Statue sketches
Two views of the altar: A low-camera, third person one; and an aerial view able to show wall details and all furniture.
Production shot + final concept base 3D renders.
Rough 3D line render of the altar.
Image caption:
I picked a camera angle that shows walls, the statue, tombs, and the scientist and workers’ clutter.

At this stage I can draw alternate designs or new objects on top of the scene.

If I have time or according to the project’s needs, I’ll polish and redraw lines to add more /life/ to the final concept.

Callouts

Drawing close-ups of objects such as a water-testing tool, a stone column details, and the scientist's leather-bound journal.
Object details. I picked things that I imagine an NPC or the player character could interact with. The columns could be used either standing straight or upside-down to populate the scene.

Alternate statue versions

Drawing variations of the giant statue.
Cracking statue and a “David” version in which either a worker team or the scientist sculpt their experiment from scratch.

Production shot painting process

game concept art painting process timelapse, from base render to final details.
Painting timelapse, from 3D render to final production shot.
Close-up in the shadows of a tall bookshelf containing glass vessels, books and tools.
So dark!
3D render of two glass vials, a pickaxe, and books on top of a table.
Enjoy, and thank you!

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