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Dark Souls III: Gods of the Forsaken Tribe (DLC)
Chapter I: Environment

Chapter I: Environment

1.1. Humanity Well

1.1. Humanity Well

1.2. Sandfall

1.2. Sandfall

1.3. Royal Chambers

1.3. Royal Chambers

1.4. Royal Chambers (3d layout)

1.4. Royal Chambers (3d layout)

1.5. Royal Chambers (props)

1.5. Royal Chambers (props)

1.6. Research (drafts)

1.6. Research (drafts)

Chapter II: NPCs

Chapter II: NPCs

2.1. NPC Research

2.1. NPC Research

2.2. NPC Research

2.2. NPC Research

2.3. NPC Research

2.3. NPC Research

2.4. NPC Research

2.4. NPC Research

2.5. Ant Acolyte

2.5. Ant Acolyte

2.6. Beetle Knight

2.6. Beetle Knight

2.7. Maggot Warden

2.7. Maggot Warden

2.8. Centipede Maid

2.8. Centipede Maid

2.9. Soul Cricket

2.9. Soul Cricket

Chapter III: DLC Boss

Chapter III: DLC Boss

3.1. DLC Boss Research

3.1. DLC Boss Research

3.2. DLC Boss Research

3.2. DLC Boss Research

3.3. DLC Boss Research

3.3. DLC Boss Research

3.4. DLC Boss - Final Render

3.4. DLC Boss - Final Render

3.5. DLC Boss Spell FX

3.5. DLC Boss Spell FX

3.6. DLC Boss (3d render)

3.6. DLC Boss (3d render)

Chapter IV: Player Character

Chapter IV: Player Character

4.1. Player Character Research

4.1. Player Character Research

4.2. Player Character Research

4.2. Player Character Research

4.3. Weapons Research

4.3. Weapons Research

4.4. Medium Armor Lineart

4.4. Medium Armor Lineart

4.5. Medium Armor Color Variations

4.5. Medium Armor Color Variations

4.6. Medium Armor (final render)

4.6. Medium Armor (final render)

4.7. Player Character Spell FX

4.7. Player Character Spell FX

4.8. Medium Armor (3d render)

4.8. Medium Armor (3d render)

4.9. Medium Armor (3d render)

4.9. Medium Armor (3d render)

Fakeshot

Fakeshot

Dark Souls III: Gods of the Forsaken Tribe (DLC)

This is my diploma work at Scream School (http://screamschool.ru).
The task was to create a base concept for a Dark Souls III DLC: environment sketches, NPCs, player character armor set, DLC boss.
Dark Souls universe often is based on inversion of good and evil, so I have chosen eastern Tibetian and Buddhist motives as the basis for architectural and character design.

More artwork