Gothic Industrial Horror: A world forged from tragedy, chaos, and eternal punishment, where creatures, structures, and weapons blend the organic with the mechanical. This first assignment invites you into a rich and atmospheric nightmare, a place where temptation crosses paths with death, justice is enforced by eternal chains, and artistry itself becomes a tool of destruction. Here, a seductive monster luring its victims (Tulianne), a bound creature forged by suffering (Bound Harbinger), a fortified gothic-prison (Chapel of the Dead), and a hybrid heavy-weapon designed for chaos (Ampbreaker) come together to form a dramatic, gothic-futuristic world. This is a world where fate is inescapable, punishment eternal, and every corner brims with danger, allure, and dark magic.
This second assignment showcases my concept art for a Valorant-inspired character, weapon, and environment. Drawing from the game’s stylish blend of realistic and fantastical elements, I designed Syndar, a shadow-themed controller agent with telekinetic abilities; their custom melee weapon, a short blade infused with a sinister glow; and a floating base that is overrun by his crystal ability. The character’s silhouette, color palette, and motifs reflect their dark, clandestine role, while the environment emphasizes atmospheric depth, texture, and danger.