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The Bloodless Reign, Concept Art - Senior Game Design Course

The Bloodless Reign was an 8-week team project completed during my Senior Design Project in Game Software Development at Baker College. These are just some of the concept pieces I completed during the beginning of that 8-week period, it was my first time using Krita for digital painting. Later on, I modeled and textured most of the items and characters in Blender + GIMP, with the environment concept serving as a loose reference for the team's environment artist + level designer (Tobias Eichhorst). Not all of these made it into the final project, but I like to think that it helped influence the tone and atmosphere we were trying to create in that short window. Illustrated on a Surface Go 2.

The Bloodless Reign Team Credits:
Corey Burns - Programming / Gameplay
Tobias Eichhorst - Environment Art / Level Design / Additional Programming
Kalin Hanninen - Concept / UI+3D Art / Animation / Additional Programming
Thomas Reynolds - Programming / AI

Initial tone piece (sketch + photobash), imagining what kind of world surrounds the exterior of the dungeon where the game is set.

Initial tone piece (sketch + photobash), imagining what kind of world surrounds the exterior of the dungeon where the game is set.

A variety of creatures thought to be found in the depths of the Golem's dungeon, from humanoid to things truly monstrous.

A variety of creatures thought to be found in the depths of the Golem's dungeon, from humanoid to things truly monstrous.

Weapon concepts developed over the course of the project: melee, ranged, and magical.

Weapon concepts developed over the course of the project: melee, ranged, and magical.

Concept phase for the architecture kit; bits and pieces to arrange the dungeon floors. Collaborated with Tobias Eichhorst for direction on this.

Concept phase for the architecture kit; bits and pieces to arrange the dungeon floors. Collaborated with Tobias Eichhorst for direction on this.

Interactive pickups for each energy associated with the player character.

Interactive pickups for each energy associated with the player character.