Last day on Earth
In 2017, the creative team at Last Day on Earth invited me to contribute to the development of concepts for an abandoned subway system, transformed by survivors into a refuge filled with dangers and stories. The task was particularly captivating, as it required building an underground world that stayed true to the post-apocalyptic tone of the game while providing a believable space rich in detail and atmosphere.
Programs: Adobe Photoshop | 3DCoat
INSPIRATION AND CREATIVE PROCESS
To capture the essence of this world, I closely studied industrial architecture and the infrastructure of old subway stations. Sources of inspiration included photographs of abandoned spaces, graffiti, and materials eroded by time. The atmosphere had to convey both hope and an imminent sense of danger.

The initial sketches focused on exploring the design of the spaces, emphasizing contrasts between old, deteriorated structures and the improvised modifications added by survivors—barriers made of scrap metal, salvaged furniture, and makeshift lamps. The graphic style was influenced by the idea of a "living" world, even in ruins, where every detail—from cracked walls to abandoned trains—told a story.
KEY ELEMENTS IN THE CONCEPTS
- The main station: In my designs, the subway station was transformed into a gathering hub for survivors, featuring living areas, defensive barricades, and storage spaces. The station's structure included arched columns, old signage, and layered platforms to create the feeling of a dense, multi-leveled environment.
- Characters and equipment: I created character designs adapted to the harsh environment. Every detail, from their worn-out clothing to customized weapons, reflected their adaptability and ingenuity. In the final concept, one main character wore a jacket with personalized patches and symbols marking their affiliation with a survivor group.
- Exterior spaces: I expanded the concept to include transition zones between the surface and the subway, where abandoned vehicles and temporary structures suggested a constant conflict between order and chaos.
My designs were meant to be more than just decoration—they were an extension of the story. I aimed to provide a world that inspires curiosity and enhances the gaming experience.
Concepts
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Concept camping
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Deserted greenhouses concept for game Last day on yearth
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Postapocaliptic cars concept for game Last day on yearth
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Scavenger base concept
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Underground metro tunnel concept for game Last day on yearth
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Postapocaliptic concept for Last day on yearth game
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UV rendering
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Avatars for Last day on yearth game
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Metro concept for game Last day on yearth
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Metro station concept for game Last day on yearth
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Inventory icons for Last day on yearth game
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Character Design for Last day on yearth game
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Icons UI for Last day on yearth game