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Stadium prop concepts & Explorations | Deathbound

Stadium prop concepts and explorations 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. ♥

Zehrimbal is a sports stadium in which the former civilization would host games that were a mix between soccer and gladiator matches. Later on this area is used as fortress by one of Deathbound’s factions. Just like many of the buildings in the lore, it was inspired by brutalist architecture.

By the time I joined the team we had most of the stadium already set up, from the base design and architecture to the materials and dressing ideas. Me and the concept team still had opportunities to revisit the area to tweak and revamp some of the designs.

Entrance revision

painting of a sports stadium entrance. There's overgrowing vegetation and graffiti on its old concrete walls and pillars.
Entrance paintover suggesting colors, grafitti, and small decor tweaks. The base setting had already been set up by the environment & 3D team.

Graffiti

Digital drawings of graffiti. There's a tree sprouting from a skull, a ram's skull, and typography for text that says "Synthesis" and "Pact of the Unwary"
Graffiti studies using the game’s factions and themes as subjects. I loved making these.

Ticket booth adjustments

Ticket booth revamp: We had a concrete ticket booth and I had the opportunity to overhaul its design entirely. I modeled a simple Blender base (no UVs nor polish) that the 3D team could use as a rough scale and geometry base. In this concept we were discussing how the lettering could work, besides refs for the textures and colors.
Ticket booth paintover on top of what the 3D and environment teams had set up in-engine. That’s the old, concrete ticket booth.

Corridors and rooms adjustments

Corridor paintover in which we could discuss ways of adding color and contrasts to the areas.
Paintover variation gifs. These made it easier to discuss and visualize changes.
Food court paintover gif with color accents and variations.

Grandstand

Grandstand paintover suggesting more color accents such as wayfinding stripes.
Stairs’ wayfinding suggestions

“Trophy” expositor

Prop concept – Trophy limb expositors. I made a base geometry using blender to test its shape and scale.
Expositor initial explorations

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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