Kolla in dessa ursnygga konceptbilder från DOOM

Helvetet illustrerat.

Bethesda har släppt ett exklusivt galleri från kommande DOOM med illustrationer av artisterna Alex Palma, Colin Geller, Emerson Tung, Jon Lane och Ryan Watkins. Nedan finner du alla coola konceptbilder där helvetet och mars figurerar, samt några beskrivningar från artisterna:

Ryan Watkins

Ryan Watkins - Hell Vista - Visualizing something as abstract as Hell is very difficult; everyone and every culture has their own version of it. Here, Hell is a fractured world where pieces of other worlds and dimensions are torn apart to have their energy and souls absorbed, leaving behind only a hollow shell of a once great civilization. The color palette was based on the classic Hell theme of fire and brimstone.

Alex Palma

Alex Palma - Bloodkeep 3 - This piece was also inspired by using some oppressive shapes. The goal for this was to create a tomb or temple inspired environment. With the red atmosphere and oppressive round pillars, it made this part of the level very recognizable.

Emerson Tung

Emerson Tung - Hell (Necropolis) - This was an early exploration for the Necropolis, which was described to me as a cavernous ruin with a bottomless pit and precarious walkways, which were inspired by the precarious mountain paths of Tianmen Mountain. I added a giant demon skull as the centerpiece as a throwback to the Icon of Sin and it stuck all the way to the end of production.

Jon Lane

Jon Lane - Argent Interior - This is an early concept for the interior of Argent Tower. The tower serves as one of the UAC's key experiments into interdimensional research and exploration.

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Ryan Watkins - Mars Vista - This image was made to start exploring the Mars vista surrounding the UAC facilities. The idea was that the landscape has been decimated by time. Lakes and oceans have disappeared leaving behind layers of rock that have been sculpted and deformed by constant wind. The odd colors of the setting sun are to give the player a sense of unease and that something is not quite right with this world.

Colin Geller

Colin Geller - Lazarus Exterior - This was an early pass on the facility that ultimately became Lazarus. In this instance, it was hidden in a volcanic crater. It would only become visible once you made your way over the crater's edge before entering the level. This was also an early pass on what the cleaner, scientific building style would look like from an exterior view.

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Jonas Pettersson

Jonas Pettersson

Redaktör / Assisterande chefredaktör

Ingen på redaktionen vet exakt var Jonas härstammar, men trots sin uppväxt i de värmländska skogarna har han inte undkommit det magiska mediet som är dator- och tv-spel. Hans vanligaste genres rör sig inom FPS, actionrollspel och skräck.

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