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Laboratory concept art & mood shot | Deathbound
Laboratory 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 laboratory is the first area you’ll visit ingame, so it serves to set its grim mood and the dichotomy between modern abandoned buildings and medieval-like designs and equipment brought by the current civilization.
This is the area in which I was learning the ropes and learning about the studio’s concept art pipeline. A big thank you to the art director (Rafael Dantas), concept art (Yago Souza), and 3D environment team (Gabriel Abner, Bruna Grinkraut, Yuri Mota) for their guidance and support.
First hospital bed explorations.Bed breakdown (Blender) I made the mattress textures using our UI/UX designer’s (Luh Cardoso) typography and ingame brands logos.Mattress and bedding variations
Laboratory experiment tank concepts
Large lab tanks. One of my first works for the studio.Large experiment tank side viewsSmall tank breakdown3D sketches made in Blender, and a paintover showing details, dirt and colors.
Misc. Prop and vegetation studies
Essencemancers use old-world IV stands as candle holders.Small vine studyPlants!! 🌿🍁🍂🍃 Small prop explorations – Candles, vials, altar bowls.Misc. explorations – Drawings exploring how the experiment tanks work, and a visual connection between roots, tubes and veins; which are very essencemancer-coded.
Laboratory elevator concept art
Lab elevator concept. We had a base elevator that I could extract from our engine, and then I had the freedom to pick its materials, design and alter its panels as necessary.
Set Dressing concept art
Janitor room dressing breakdown. He’s a sports fan, this small easter egg foreshadows the next game area: Zehrimbal stadium
Essencemancer blackboard concept art
Blackboards! We had a base blackboard and I made small adaptions to make them larger and more similar to the essencemancer faction visual identity.blackboard writings and decoration.
Game capture – reception tree
Gorgeous game capture shot by the lead environment artist, Gabriel Abner Farias. The balconies’ structures and the initial concepts for this area were made by Rafael Dantas, our art director.
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