During DOOM Eternal's production, LONG before we established solid tangible elements for Dark Ages such as story and art direction, we were given the wonderful 'what could be in the next game' assignment. For a couple weeks we had the opportunity to explore really any direction for what could be next. The idea of a prequel game in the DOOM universe was already out there but I really wanted to take some wide swings on exploring that else could be out there in this exciting world we had been crafting.
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This was such a fun time in development while also not adhering to a cohesive idea or art direction, really just pure exploration for each artist involved. While this is true for the work we bring to the proper development phase, I always enjoy a little world building for world building ideas that might be something we don't see as the player. Similar to me exploring ideas and concepts in existing game or film franchises when I was younger, fun ideas; but may not work with the direction of a project as these did not match the path we followed.
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Worth noting that sometimes work you complete may still be important if only to say "hey, this is cool but its not the direction we want to go in." All ideas can be rendered and designed well but that doesn't mean they fit a project. Sometimes the most important thing you can do is say no to something and not "wow that is cool we need to put it in" which can make a less cohesive look and tone.
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(this work was also my last Maya work before moving to blender for basic blackouts)
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All Images © id Software, Zenimax Media Inc.