← ALL WORKVISUAL DEVELOPMENT / PROJECT

Descending Darkness.

Environments and props I designed for Descending Darkness.

Final Nightfall environment layout in an industrial interior
NIGHTFALL / FINAL ENVIRONMENT
CLIENT
Nightfall Studio
ROLE
Concept Artist
TOOLS
Blender · 3DCoat · Unreal Engine 5 · Substance Painter

Concept art for Descending Darkness.

I joined Nightfall Studio, an independent game studio based in Europe, as a Concept Artist.

I designed a two-floor player map, props from handheld weapons to large interactive machines, and concepts for more than six locations.

I took each location from sketches to final renders with material callouts. I also worked in Unreal Engine 5 to manage assets in the playable space.

Final concept of an industrial corridor in Descending Darkness
Cafeteria environment concept for Descending Darkness
Earlier design pass for the industrial corridor
Front view and material callouts for the control room
Rear view and material callouts for the control room
DEVELOPMENT

Prop Design.

Cafeteria table prop design variations for Descending Darkness
Presentation room film projector prop design with front and back views and a removable film reel
DEVELOPMENT

Environment Sketches.

These early studies show how I worked out the lobby elevator and water treatment room. I used them to test the layout, scale, materials, and mood before the final renders.

Lobby elevator environment sketch with material and lighting references
Two studies of the Descending Darkness lobby elevator doorway
Water treatment room sketch with material and rust references