AGDQ 2026 - Doom Eternal / Animal Crossing
"Rip and Tear in Urdak."
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AGDQ 2026 - Doom Eternal / Animal Crossing
"Rip and Tear in Urdak."
I recall in some classic Marvel comics, that Galactus had different appearences depending on which species or society looks at him.
I wonder if that could work with the Maykrs.
Like to Sentinels, they're Maykrs but to people of Earth, they look like typical angels in Christian stuff.
Another small point where the concept art seemed far more intriguing than what we got is Urdak.
In these works, Emerson Tung depicted Doom's "Heaven" as clean, bare, mechanized structures floating in a dark void on volcanic rock. There are some wisps of teal light floating around the black sky, but it's a very subtle contrast and could've even been interpreted as the Argent energy being funneled into this realm.
The stark contrasts and white, artificial lights illuminating these far too pristine and almost barren structures gives it all a very oppressive and exposed feeling. Even if you're wandering alone in these halls, it feels like you are being watched, judged, from every angle.
Coupled with the golden lightning, the black sky gives this impression of sitting in the middle of a thunderstorm, while the flat rock makes me think of the bottom of the ocean. For the latter, it also aligns perfectly with the maykr's squid-like features.
With the way everything has this clinical muscle and bone look to it, it very much feels like a different kind of hell. There's faces and skeletal imagery built into every wall—even the sparse trees are blood red and veiny. It's hauntingly beautiful and very, very wrong.
To me, much of this contrast was lost in the actual game simply due to a change in lighting and a mild overabundance of foliage...
Compared to the concept art, it ended up feeling too busy, too alive. There's far too much going on and the oppressive atmosphere is lost. Instead of feeling creeped out and exposed, it feels like a literal walk through a park, where barely anyone would even notice you if you passed them.
Hell's sky is constantly burning and broiling, while the land itself is packed with messy, cramped ruins full of dark corners and lava pits and the screams of the damned. Having Urdak feel too clean, too empty, too quiet—dead—would've been a great way to portray this artificial "Paradise" as the polar opposite of hell, but just as much of an extreme.
Urdak // Doom Eternal (2020)
Heaven for a Hellish Universe - Environment Concept art for Urdak in the video game DOOM Eternal ---- Environment design work for the level of Urdak that I created during the production of DOOM Eternal. While it was quite the challenge to come up with the look and design of DOOM's version of Heaven, it ultimately became one of my proudest contributions to the game. I was also fortunate enough to have the chance to contribute by writing the lore for the world of Urdak and the Maykr race as well. The architecture of Urdak was inspired by the works of artists such as Zdzislaw Beksinski, H.R Giger, Makoto Kobayashi, marble statues of the Renaissance era and gothic cathedrals.
I would let death take me if it means i go to urdak
The Equestrian Holt of Urdak