Stepping Outside
[h3]Happy New Year, everyone! We are back behind screens and diving deep into Deathground development once more. Let’s get this year rolling with the first update of 2022. First stop, we have a little more concept art to show you.[/h3]
Last year, our Art team had been experimenting with different shapes and structures for the buildings that you’ll discover in-game. Here’s a little flavour on how our concept artists have been considering the architecture.
Environment Concept Artwork - when an artist tests out a variety of ideas at once…
While some of the featuring styles may have more mystery behind them, other elements of Deathground’s architecture will show strong, geometric shapes in the Brutalist style. We don’t want to spoil the fun of your first playthrough. So, we’ll cut the details short there. But if you’re looking for a word of advice for future gameplay, don’t be fooled by these mentioned themes of strength and stability. You will still have to survive the patrolling dinosaurs, regardless of whether you’re inside or outside!
In our November News, we showed you a little of what our art team had created from inside some of Deathground’s buildings. Working from lore written by our Game Designers and Narrative Designer, these Earth-bound environments have also taken shape outside, in both 2D and 3D form over recent months. Like this cliff-side area as one example.
Environment Concept Art of an exterior area within Deathground
From these environment concepts, our 3D artists have been able to work into the finer details in-engine. Inspired by the lift you can see in the first concept artwork (above), here’s a sneak peek at a funicular lift our 3D artists have been building. We’re only giving you a mere glimpse, but you may spot that we’ve got some other buildings blocked out and on the go too.
A sneak peek at the level design and 3D artwork on the funicular lift
But don’t worry, not all areas of Deathground will be so militant, doom and gloom. Maybe you’ll come across more remote, rural and relaxing areas? Like this one.
A nice place to take a walk…maybe.
Somewhere you can take a relaxing stroll through, pick up some fresh produce, pet the local wildlife or take a moment to stop and smell the blood-soaked roses of Deathground...
Just joking, there will be no roses in Deathground. Stroll and pet at your own risk.
Anyway, what we’re trying to say is that we’re building a lot of 3D terrain for you to run and (attempt to) survive in. We hope some of our concept art has helped paint a better picture of what’s coming. Just remember, this doesn’t even scratch the surface…
Until next time...
Thanks for stopping by. Don’t forget, you can join our community on Discord, like us on Facebook, follow us on Instagram and tweet about us on Twitter.
- Jaw Drop Games -
Last year, our Art team had been experimenting with different shapes and structures for the buildings that you’ll discover in-game. Here’s a little flavour on how our concept artists have been considering the architecture.

While some of the featuring styles may have more mystery behind them, other elements of Deathground’s architecture will show strong, geometric shapes in the Brutalist style. We don’t want to spoil the fun of your first playthrough. So, we’ll cut the details short there. But if you’re looking for a word of advice for future gameplay, don’t be fooled by these mentioned themes of strength and stability. You will still have to survive the patrolling dinosaurs, regardless of whether you’re inside or outside!
In our November News, we showed you a little of what our art team had created from inside some of Deathground’s buildings. Working from lore written by our Game Designers and Narrative Designer, these Earth-bound environments have also taken shape outside, in both 2D and 3D form over recent months. Like this cliff-side area as one example.


From these environment concepts, our 3D artists have been able to work into the finer details in-engine. Inspired by the lift you can see in the first concept artwork (above), here’s a sneak peek at a funicular lift our 3D artists have been building. We’re only giving you a mere glimpse, but you may spot that we’ve got some other buildings blocked out and on the go too.

But don’t worry, not all areas of Deathground will be so militant, doom and gloom. Maybe you’ll come across more remote, rural and relaxing areas? Like this one.

Somewhere you can take a relaxing stroll through, pick up some fresh produce, pet the local wildlife or take a moment to stop and smell the blood-soaked roses of Deathground...
Just joking, there will be no roses in Deathground. Stroll and pet at your own risk.
Anyway, what we’re trying to say is that we’re building a lot of 3D terrain for you to run and (attempt to) survive in. We hope some of our concept art has helped paint a better picture of what’s coming. Just remember, this doesn’t even scratch the surface…
Until next time...
Thanks for stopping by. Don’t forget, you can join our community on Discord, like us on Facebook, follow us on Instagram and tweet about us on Twitter.
- Jaw Drop Games -