These are the concepts and research drawings for an important area in Every Day We Fight, the island laboratory of Dr Selena Faber.
This is an area that players revisit multiple times, and will have many difficult encounters and boss fights, so environment had to have a certain gravitas. We knew that we wanted a prison on an island, which had later been converted into a high-tech research lab, with a big lighthouse that has been taken over by Alien technology, spewing a big big sky beam that's causing most of the protagonist's problems.
The idea of historical layers came up a lot in development of the game's setting, with buildings built on top of earlier buildings and so on, which fit wit the game's time theme. So with Faber Labs, we have a hi-tech lab setup in an abandoned prison, which was built perhaps 100 years before. That prison was built on top of an already old Napoleonic star fort, which was constructed on a rocky outcrop in the middle of the city's harbor to provide some naval protection centuries ago. So we have crumbing buildings on crumbling infrastructure on lonely rock. All built either for punishment or warfare. Metaphors!
Painting process video.