Some of the development concept art I created for Samson. Once we had an established 3D blockout of the city, along with hero references to help define our districts and key locations, I could dive deeper into more polished concept art.
A key part of my process was testing these concepts directly in the engine before committing to a paintover. This allowed me to evaluate how the spaces actually felt from a player’s point of view, rather than designing solely for a single composition or camera angle. It also helped me iterate on scale, composition, sightlines, and the overall experience of moving through the environment before pushing the concepts further.