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Realms of The Fog

Original design concepts related to Behavior Interactive's Dead By Daylight, as well as the derived board game.

Not affiliated with Behavior Interactive.

Realms of The Fog: Services

Feng Min : Future Traditional

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ZBrush, Blender, Substance, Medibang (2022)

This was created as a skin for the Dead By Daylight skin contest for the character Feng Min.

Given models from the game do not feature complete base meshes, I tasked myself with recreating the character's body as closely as possible. All surfacing is original.

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Kate Denson : Campfire Sing-Along

Blender, Substance, Medibang (2022)

This was created as a skin for the Dead By Daylight skin contest for the character Kate Denson.

Given models from the game do not feature complete base meshes, I tasked myself with recreating the character's body as closely as possible, only occasionally using in-game textures to assist with the surfacing process.

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Killer Concept : The Nianshou

Medibang (2022)

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The Nianshou was initially created solely as a concept, to play with the idea of what may hypothetically happen if Behavior attempted to create unique Killers, as well as maps, for their various events. The Nianshou plays on this idea, as a play on the titular monster that is irreversibly intertwined with the Chinese New Year legend.

Given the nature of how Behavior pens its stories, the Nianshou is not a beast from ancient China, but a member of the Red Lanterns group from the late Qing Dynasty, a strategic choice that reveals its effects in her abilities and perks.

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Trickster Hook Concept

ZBrush, Blender (2021)

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This was created in an attempt to further realize a former concept I had previously ideated for Dead By Daylight.

This topology sculpt was made with multiple different strategies, such as sculpting/retopology and modeling. Working on this conceptual rendition has given me a better understanding of efficient asset creation, as well as scene lighting and composition.

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Game UI

Photoshop (2021)

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The UI for the Dead By Daylight board game was an effort that was simultaneously very simple and incredibly nuanced.


While much of the assets for its creation were premade (as they were recycled from the game files) the construction of the interface commanded a particular knowledge of efficiency and utility, as components were moved in miniscule increments to achieve the most effective level of organization.

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