I worked as a Concept Artist on Dead Space Remake, focusing on complex environment design tasks, including large-scale interior locations such as hangar spaces.
The goal was not to simply remaster the old visuals, but to rebuild them in a way that respected the original design language. The work was built around a careful balance: the designs needed to feel new and production-ready for a modern remake, while still preserving the shape language, mood and industrial horror identity of the original game. I worked with hard surface forms, heavy repetition, rib-like structures and dense mechanical architecture to support the feeling of the USG Ishimura as something cold, oppressive and almost organic in its decay.
Additional case study materials coming soon.