Zero Parades - Environment concept sketches

Ruins of the silk dyeing factory in the Bootleg Bazaar

Ruins of the silk dyeing factory in the Bootleg Bazaar

Early version of the Quisach roundabout

Early version of the Quisach roundabout

Redesign of the offices with a water lock

Redesign of the offices with a water lock

Bazaar offices and Petre's stall

Bazaar offices and Petre's stall

Bazaar Old Docks

Bazaar Old Docks

Early version of the Bazaar backways

Early version of the Bazaar backways

Bazaar viewpoint

Bazaar viewpoint

The Housing Campaign in Party Alley

The Housing Campaign in Party Alley

Party Alley viewpoint

Party Alley viewpoint

Early version of the Pitol Tract, the southern area ended up being cut to better focus content around the silo at the top

Early version of the Pitol Tract, the southern area ended up being cut to better focus content around the silo at the top

War Criminals Shrine

War Criminals Shrine

Sketches of the isometric game environments for Zero Parades.
These were based on level design blockouts made in Blender, which I usually further reworked in 3d to add more definition before exporting to PS for sketching on top.
This was an iterative and collaborative effort, as the world of portofiro and the narrative took shape during development, the enviroment also evolved and went through many design passes.

Enviro Art Lead - Duncan Halleck
https://www.artstation.com/duncanhalleck

Art Lead - Iliya Mirochnik

Concept artists
https://www.artstation.com/zana_bamarni
https://www.artstation.com/marinaortega
https://www.artstation.com/tochi
https://www.artstation.com/blingob

3D artists
https://www.artstation.com/markush
https://www.artstation.com/vioreldia

Art Dir - Kaspar Tamsalu

©ZA/UM

Date
July 3, 2026