With the kinds of games that I could look at, I had a very firm grasp what I would draw inspiration from, large detailed doors; possibly depicting a puzzle or story of sorts.
The first game I looked at while playing was ‘Devil May Cry 4’; (Capcom, Xbox360, PS3, 2007) In the first opening mission, large church, high arches, predominantly made of stone. Images/ patterns carved into the stone – a lot of the ‘carvings’ are flat textures, the detail on them gives the image that they’re more 3 dimensional than what they actually are.
Mostly whites, greys, blues, and for the mission I was on in particular a very soft red shade. Very few of the doors in the church area are stone- tall wooden double doors, rich brown usually with some gold detail.
Giant stone/ metal doors in later missions; arched, fairly simple in the design, almost lattice like indentations – effective as snow has built up in the crevices due to the setting being a snow wasteland; this gives the door much more depth.
I had never really taken much notice as to how big of a difference texture can make on surfaces.
‘Bayonetta’ (SEGA, Platinum games, Xbox360, PS3, 2009)
Similar to ‘Devil May Cry’ the designs for doors in this game usually consist of massive carved stone or lavish wooden doors – however I felt that ‘Bayonetta’ uses much finer, elegant detail than in DMC; the focus for this game is predominantly holy, religiously inspired and the sun and moon. Mostly took sketches of doors that caught my eye from this game.
Quick sketches of some of the doors that particularly caught my interest while taking a look through these games


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