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The book has a wide range of detail patterns from different time periods and cultures. Floral textures such as this were often used in the dark ages across Europe and have become synonymous with Knights, royalty and chivalry.

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This book was suggested to me in a workshop and it was perfect visual research for my modules.

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These patterns were often used for wall and floor tiles. Such patterns were also forged into metal armour and weapons. In a way they are the medieval European's version of tattoos, a sense of identity that could be worn rather than carved into the skin.

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Religious symbols were often used in patterns and the Christian Cross can be found in many relics, clothing, churches and cathedrals.

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Animals can be found a lot from the medieval period. These were often on coats of arms, coins and statues with the lion famously being the national symbol of England alongside a cross.

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This page shows prints of different helmets and coat of arms belonging to different factions. In my story the red, white and gold armour of the old guard was inspired by the Knights of Camelot. These myths and legends draw from European history.

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Kiri Leonard's logo. A hand- drawn logo and/ or banner vectorised is something discussed in a workshop. I feel this could be effective for my site and brand.

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This is a typeface I found online. I like that it is somewhere between medieval and contemporary styles. Something this simplistic could work for a Logo.

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Stamp Factory will allow me to import a design for my wax seals on envelopes. The Old Guard Crest will work perfectly for it. I need to create a vectorised version at 400DPI.

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Red wax to use for seal on envelopes.

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Character design variations. Concept artists have to create variations of the same character to present alternative options.

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Colour variations of the same design. A selection of colours can be good to decide final design, but also to offer alternative collectibles in game.

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Kelly Daley is a professional concept artist who uses her online presence to share her experiences and help others to gain success in the industry. This Instagram short gives a concise list of things to have in a portfolio.

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Kelly Daley on Instagram: "What is in a Character Concept Artist Portfolio? 😲🎨

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#digitalart #conceptartist #conceptart #characterconcept #characterconceptart #digitalartist #gamedev"

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83K likes, 190 comments - kellydaleyart on March 2, 2025: "What is in a Character Concept Artist Portfolio? 😲🎨

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#digitalart #conceptartist #conceptart #characterconcept #characterconceptart #digitalartist #gamedev". 

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View this post on Instagram

A post shared by Kelly Daley (@kellydaleyart)

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Colour variations for Grand Master.

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Different colours on Aelia's in-game outfit.

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Possible colours for Robert's main outfit.

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Possible armour sets for soldiers in The Old Guard.

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An early design of a knight's golden armour.

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Old Guard captain/ knight colour variations 

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Old Guard captain/ knight colour variations 

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Early designs for higher ranking soldiers.

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Holy Light's Retribution character variations 

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Holy Light's Retribution character variations 

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Alternative outfits for a secondary villain.

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An initial design for Robert in the early days of the project.

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An early design for an average footman on the front lines.

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An early design for Aelia, initially called Rogue.

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A rendered version of Robert's main outfit.

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A used asset for one of my game animations.

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Different beards and hair designs.

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More designs for face including injuries like scars and burns.

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Campfire scene from project review screen

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Campfire scene from project review screen

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Image designed for the self- directed, animated for project review slides.

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Needs colouring and rendering.

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Scenery made using creative commons images.

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Another photo bashing experiment using creative commons photos found online.

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Forest Imel's site is very basic, with not even a portfolio on it. He has links to a seperate merch site and his on site store. The other section includes Youtube tutorials he has made. Less is sometimes more, and perhaps a website that isn't trying to be flashy is more effective.

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Forest has the usual navigation section at the top of his site. He also has the same links in picture form at the the bottom, which looks nice in the circles. Some of his pages vary between black and white, such variation may be worth doing on my site.

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Article from Jeff Parrott (hiring manager at Blizzard Entertainment). 

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Blizzard Entertainment: Crafting a Portfolio with Focus

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Blizzard Entertainment: Crafting a Portfolio with Focus

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Whilst being able to show a variety of skills is good, having a focus is important. This could make it look like you don't know what area you are interested in, making it harder for a recruitment manager to decide if you're right for the role.

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Article from Jeff Parrott (hiring manager at Blizzard Entertainment). 

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Blizzard Entertainment: Crafting a Portfolio with Focus

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Blizzard Entertainment: Crafting a Portfolio with Focus

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Have good examples of art fundamentals evident throughout work. These are things that will transcend different types of art and is visible if wrong.

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Linda Lithén' website is very simple yet gives you everything you need to know about them. The sites homepage is a splash of artwork, giving you instant access to their images without having to navigate further.

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The navigation section separates concept art, illustrations and sketches. This may be worth doing when having a large amount of work to. For the amount of art I have its likely best to keep it in one easily accessible space, preferably on the sites splash screen.

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How to Build a Portfolio as a Game Artist - J Hill

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How to Build a Portfolio as a Game Artist - J Hill

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J Hill's portfolio advice video had a lot of useful suggestions from someone working as a professional in the industry. Although he is a 3D artist, the approach can be applied to my work.

The number one useful takeaway from this was his "bricks and pillars" approach. He recommends that your portfolio should have 4 pillars which are the biggest and most successful projects (full character or scenery renders). In between these should be smaller projects, that you spend less time on but allow yourself to be more creative with. This take pressure off, gives you some time in between big projects and gives you a lot more varied experience.

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How to Build a Portfolio as a Game Artist