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Resident Evil Concept Art

This environmental concept was created for university over the course of two weeks (finished on 16.04.2024), as we were tasked with picking between four different game franchises and painting a piece of an environment that would be found in the next game in the franchise. Having to choose between Cyberpunk 2077, Assassin's Creed, Resident Evil, or Ni No Kuni, I picked Resident Evil as the game I would create a piece for.

The environmental concept art was supposed to incorporate multiple principles such as overlap, lighting, perspective, depth etc. Therefore, I tried incorporating as many of these as I could, having depth be portrayed through overlap, value of colors, and blur, driving the viewer's attention to certain points using lighting and the rule of thirds, applying 2 point perspective on multiple props in the scene and so on.

The piece I imagined portrays a shot of Rose, a character introduced in the latest entry, Resident Evil Village and its DLC, being sent to investigate the reappearance of mold/mutamycete in an abandoned residential district in the US. Despite her past experience with this threat, she still approaches cautiously.

Finalized render of the environmental concept art.

Finalized render of the environmental concept art.

Initial moodboard for the environment. After choosing Resident Evil as the theme I would be going for, I knew I wanted an abandoned space with lots of blue hues where a remnant of Megamycete would be growing, just like the one at the end of RE: Village.

Initial moodboard for the environment. After choosing Resident Evil as the theme I would be going for, I knew I wanted an abandoned space with lots of blue hues where a remnant of Megamycete would be growing, just like the one at the end of RE: Village.

Visual research sheet for some of the props that would be included in the scene, as well as Rose's clothing. I picked a locker room as it would make for an eerie environment when abandoned and has lots of props that would show clear use of perspective.

Visual research sheet for some of the props that would be included in the scene, as well as Rose's clothing. I picked a locker room as it would make for an eerie environment when abandoned and has lots of props that would show clear use of perspective.

Thumbnail concepts of the piece with Rose exploring the environment cautiously, with very limited and strong light sources.

Thumbnail concepts of the piece with Rose exploring the environment cautiously, with very limited and strong light sources.

Starting rough sketch for the piece putting down the large shapes.

Starting rough sketch for the piece putting down the large shapes.

More refined sketch showcasing what the scene would actually look like, with Rose reaching her arm out towards the mold core.

More refined sketch showcasing what the scene would actually look like, with Rose reaching her arm out towards the mold core.

Overlap breakdown of the scene, with the green elements being closer to the camera. The more blue the overlay, the farther away something is from the camera.

Overlap breakdown of the scene, with the green elements being closer to the camera. The more blue the overlay, the farther away something is from the camera.

Rule of thirds showcase for the piece, having the 2 points of interest aligned on the verticals of the grid.

Rule of thirds showcase for the piece, having the 2 points of interest aligned on the verticals of the grid.