WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025©
WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025© WIDEAWAKESTUDIOS™ — MULTIDISCIPLINARY CREATIVE STUDIO — 2025©
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I-D Software
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I-D Software
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3D
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I-D Software
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Doom The Dark Ages
I-D Software
Doom: The Dark Ages served as the creative foundation for this personal studio exploration, driven by our team's appreciation for id Software's ability to craft intricate, hyper-stylized hellscapes. We developed a triptych of artworks inspired by the latest installment, each panel exploring different facets of the game's medieval-meets-apocalyptic aesthetic. One composition frames infernal warfare through a gothic arch window, positioning sacred architecture as a portal to chaos. Another layers the game's heraldic iconography over distressed, ink-bleed textures that evoke both manuscript illumination and battlefield decay. A third isolates the iconic helmet against violent red brushwork, treating the Slayer as both relic and weapon. All assets were created in-house as a passion project, born from genuine admiration for the franchise rather than client directive. This self-initiated work explores how we translate video game atmospherics into poster-like visual statements, allowing the studio to stretch creatively within a genre we're deeply inspired by
LA (US)
2025
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Doom The Dark Ages
Graphics
Doom: The Dark Ages served as the creative foundation for this personal studio exploration, driven by our team's appreciation for id Software's ability to craft intricate, hyper-stylized hellscapes. We developed a triptych of artworks inspired by the latest installment, each panel exploring different facets of the game's medieval-meets-apocalyptic aesthetic. One composition frames infernal warfare through a gothic arch window, positioning sacred architecture as a portal to chaos. Another layers the game's heraldic iconography over distressed, ink-bleed textures that evoke both manuscript illumination and battlefield decay. A third isolates the iconic helmet against violent red brushwork, treating the Slayer as both relic and weapon. All assets were created in-house as a passion project, born from genuine admiration for the franchise rather than client directive. This self-initiated work explores how we translate video game atmospherics into poster-like visual statements, allowing the studio to stretch creatively within a genre we're deeply inspired by
World Clock
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New York (US)
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Lagos (NI)
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