Bethesda, iD Software and Xbox Villagers rejoiced earlier this week when DooM: Eternal hit Game Pass Ultimate. What a time to be alive, both EA and Bethesda umbrella of studios are all available alongside Xbox Game Studios for £14.99 a month.
If TechStomper readers are anything like me (Yes you are), It’s always interesting to get a peek behind the scenes at some of our favourite games and projects. iD and Bethesda have released some amazing concept art alongside paragraphs of insight straight from the (Demon) horse’s mouth:
Alex Palma – DooM: Eternal
Let’s kick things off with the Senior Concept artist over at iD Software, Alex Palma. Alex’s plethora of work can be found on his Artstation profile here.
“The Doom Slayer was a very challenging task in every aspect. Maintaining the original overall look from DOOM 2016’s Slayer as well as establishing a new feel was something we felt we should pursue. Using Heavy Metal [the 1981 animated movie], the original DOOM, and other iconic sources of inspiration helped us end up with the look for DOOM Eternal’s Slayer. One thing that I love about working at id Software is that we are not afraid to spread our wings and take risks when the outcome appears to be worth the work.”
“Every person who has played the DOOM games knows what the Icon of Sin looks like. The fun part about the Icon was designing a tech armour for him knowing that underneath that metal was the flesh version of the Icon that we all know and remember.”
“The Cyber Mancubus was one of the funnest demon designs I have ever worked on. I deliberately tried to pay homage to the original Mancubus, which is still visually frightening to me”
“The Marauder was a difficult enemy design to nail down, given that he was supposed to be the arch-enemy of the Doom Slayer. We explored many different options for his look during production, from hellish gunslingers, barbarians, to even samurai. The final design of the Marauder would later influence the look of the armours worn by the Sentinel race.”
“The Whiplash reminds me so much of the Revenant. I like to think that they are cousins. This was the first time that we tried a serpent body on a character and at first, I wasn’t sure how the look was going to fit. But having Evil Dead and Heavy Metal as a source of inspiration helped a bunch. And now there is no doubt that it fits in our game and stands out at the same time.”
Emersun Tung
Serving as a senior artist over at iD software, Emersun was primarily responsible for skin designs for DooM: Eternal. Make sure to check out his ArtStation Profile for all kinds of amazing illustrations (Including the Original Megazord!)
“This unholy union of flesh and metal is a throwback to the original Cyber demon from DOOM (1993). We strived to stay true to the spirit and design elements of the original sprite while updating it for this modern era of games. Some astute fans might also notice that the Tyrant’s skull is metallic and mechanical, a reference to a particular 80’s action movie with killer cyborgs.”
Jon Lane
Jon’s presence on ConceptArtWorld is breathtaking. It ‘illustrates’ how he earned his place as a lead concept artist at iD software.
“As the DOOM Universe expands, new factions enter the fray. The Blood Maykr, corrupted angel of the Maykr race, signifies that the Maykrs still yet have a role to play in DOOM’s ongoing battle between worlds.”
What were your thoughts on DooM: Eternals character design? Did it ‘meat’ your standards after 2016’s DooM? Sounds off in the comments and on our Twitter page @Techstomperie