Skip to content
Design Vortex
Guides

Souls-style character art: Dark Souls, Elden Ring, Bloodborne palette and linework

Hector G. · Design Vortex founder7 min read

Imogen emailed me on a Tuesday in February with a sentence I have read a hundred times in slight variation: "Can you paint my character in a Souls style?" The honest answer is yes, and the longer answer is that "Souls style" isn't one style — it's a set of palette, lighting, and linework decisions that FromSoftware's art direction has codified across Demon's Souls, Dark Souls 1-3, Bloodborne, and Elden Ring. If a painter doesn't break those decisions apart before starting, you end up with a portrait that's "fantasy with mud filter on it," which is not what anyone is paying for.

I'm Hector, and I run Design Vortex. Roughly one in seven commissions that hits the studio is a Souls-style request — Tarnished, Hunter, Ashen One, the player's own OC dropped into Lordran. This piece is the long version of the conversation I have with clients about what the look actually consists of and which decisions you need to make before the brief leaves your inbox.

If you're still sorting which fan-art lane your project belongs in, the souls and anime fan-art commission guide is the wider starting point. Come back here when you're committed to the Souls register specifically.

Table of contents

What "Souls style" actually means

When a client says Souls style, they almost always mean one of three things and they don't yet know which one. The job of the first email exchange is to find out.

The three flavours, in the order they get requested:

  1. Dark Souls 1 / Demon's Souls register — chalky, sun-bleached, browns and ochres and rust, overcast daylight, characters who look like they've been walking through the same colour-graded landscape for years.
  2. Bloodborne register — deeper indigos and blacks, gas-lamp yellow, candle warmth against cold stone, a baroque costume vocabulary (the tricorne, the long coat, the cravat, the saw cleaver).
  3. Elden Ring register — wider colour vocabulary than the older games, more golden hour, the goldmask palette possible, some genuinely beautiful skies, but still anchored in the same melancholy. Malenia's red. Ranni's blue. Radagon's gold.

These three palettes don't blend cleanly. A client who shows me a Bloodborne mood board and a Tarnished helmet reference is asking for two paintings. I'd rather know that on day one than at sketch review.

Pick one register before you write the brief. The Tarnished OC piece walks through this same decision specifically for Elden Ring builds.

The palette: cool, desaturated, with one warm anchor

If I had to name the single technical thing that makes a portrait read as Souls and not as generic dark fantasy, it's palette discipline. The FromSoftware games use a surprisingly narrow colour range and break it in surprisingly few places.

The working palette I keep on a swatch for these jobs:

  • Cool desaturated browns as the base — leather, dirt, rust, dried blood. Not chocolate brown. Not warm tan. Think a brown that has been left out in the rain for a season.
  • Ochres and dried mustards as the secondary — old gold, faded tabards, candle wax, beaten brass. Saturation pulled down 20-30% from where a fantasy painter would naturally land.
  • Steel and slate greys as the metal language — armour reads as iron and steel, never as polished plate. A small amount of cool blue mixed into the shadow side stops the metal from looking warm.
  • One warm anchor — almost every successful Souls portrait has exactly one warm point: a candle flame, an Estus Flask, a torch, a single bloodstain, a Malenia-red flower. That anchor is the eye's destination. Everything else stays cool.

Where clients go wrong is asking for "muted" colours but then specifying a bright cloak, a saturated cape, a vivid hair colour. You can have one warm thing. You cannot have three. Lior wrote me a brief in October with a Hunter character whose coat was specified as deep crimson, hair as bright auburn, and eyes as gold; we shipped the crimson coat, pulled the hair to a brown-with-warmth, and dialled the eyes to a duller amber. The portrait reads. The original brief would not have.

Souls colour discipline is the difference between a painting that looks like Lordran and a painting that looks like a stock fantasy commission with the saturation slider pulled down.

Linework: where FromSoftware's hand shows

People talk about Souls art as if it were one style, but the in-game character art, the concept art, and the marketing illustrations are three different things. When clients say they want "the Souls look," they're usually pointing at the concept-art register — loose pencil and ink underdrawing with painted colour over the top, the line surviving through the final.

What this means at the painting level:

  • Visible underdrawing. The line doesn't disappear under the paint. Edges of armour, the inside of a helmet, the hard contour of a sword hilt — the painter leaves the pencil or ink visible in those places, and the eye reads them as drawn rather than rendered.
  • Soft edges on flesh, hard edges on metal. Faces are painted loosely with broken contour. Armour is harder-edged. This contrast is half the FromSoftware look.
  • Negative space matters. Concept-art Souls images often leave the lower body sketchy or unpainted. A portrait commission can use this — paint the head and shoulders tightly, let the lower armour fall into more gestural strokes, suggest rather than render.
  • Texture by suggestion. Chain mail isn't drawn ring by ring. Cloth weave isn't rendered. The painter implies the surface and trusts the viewer.

If the client wants the polished, fully-rendered key-art look — Yoshitaka Amano-tier, or the Bloodborne box-art register — that's a different (and more expensive) job. I'll always ask. The choosing a commission style piece covers the polished-versus-loose decision in detail.

Lighting language: overcast, candle-lit, fire-lit

The three FromSoftware lighting modes are not arbitrary. They each tell a different story.

  • Overcast daylight — flat top light, no harsh shadow, dignified, weighty. This is the Tarnished standing at the bottom of a cliff with grey sky behind them. The light is doing almost nothing dramatic. The portrait reads as gravity, weariness, the long road. Use this when the character is the story.
  • Candle / fire light from below or beside — a single warm point source, deep cool shadow on the opposite side, dramatic chiaroscuro. This is the bonfire register. It reads conspiratorial, intimate, the rare moment of rest. Use this for quiet portraits or for villains lit from below.
  • Pale moonlight / gas lamp / underground green — cold blue-green key, almost no warm fill, the world feels submerged. This is Bloodborne's late-game register and the Elden Ring underworld. Use sparingly — it's striking but it reads as a specific scene rather than a character.

Pick one in the brief. "Lit by an Estus Flask flame from the right, deep blue shadow on the left, the character is sitting at a bonfire" is a complete lighting brief. I will not need clarification. The Malenia portrait piece walks through the lighting decisions we make for a specific Elden Ring boss; the same logic applies to player characters.

Tragedy in armour: the tonal register

The thing that makes Souls art different from other dark fantasy isn't the palette or the lighting in isolation. It's the tonal register the games hold across every visual choice: tragedy in armour. The characters have lost. The world has ended. The portrait is of someone still walking.

What this means for the painting:

  • The face is tired. Even on young characters. Eyes slightly hooded, mouth neutral or slightly downturned, no heroic grin. The painter is showing someone who has been on the road for a long time.
  • The armour is dented. Polished plate doesn't read as Souls. A pauldron that has clearly been struck, a helmet with a chunk missing, a chestplate with rust at the rivets — these are not flaws. They're the story.
  • The hand is doing something quiet. Resting on a sword pommel. Holding a chalice. Loose at the side. Not raised in heroic salute, not mid-swing. Active poses fight the register.
  • The background is empty or near-empty. A wall, a fog, a doorway. Never a full landscape. Souls portraits are figure-led; the world is implied, not shown.

I keep a printed reference sheet next to the easel that says, in three words, "tired, dented, quiet." If the painting starts to look heroic, energetic, or polished, those three words get me back on track.

What gets lost when clients over-specify

The most common failure mode in a Souls commission is the client trying to write the painting for me. They send a brief that reads like a costume inventory: "the helm has three spikes on the right side, the cloak is two-tone with a gold inner lining and a brown outer, the chestplate has a sigil of a flame on the breast, the gauntlet has runes etched into the knuckles..."

This brief paints a costume. It doesn't paint a character. The painter spends all the rendering hours on the items and runs out of attention for the face.

What I'd rather see in the brief:

  • The silhouette in one sentence. "She's heavy plate with a torn cloak and a greatsword across her back." That's enough silhouette information.
  • One signature item. Pick one piece of gear that's specific to this character and describe it. Everything else can be generic-of-its-class.
  • The face register in one sentence. "She looks like she's been awake for three nights." Or "He has the patience of someone who has died a hundred times."
  • The colour anchor. One warm thing. Where it sits, what it is.

Sven's brief for a Tarnished knight in March was eleven words: "Iron plate, torn red cloak, greatsword, lit by Erdtree gold, tired." That's a brief I could paint. The portrait is on his wall.

Common mistakes I head off in the brief

Six failure modes I now ask about up front because every one of them has tripped a project at sketch stage:

  1. Bright costume colours. "Royal blue cloak with gold trim" is not a Souls palette. I will counter-propose a faded indigo with tarnished gold and explain why.
  2. Polished armour. Mirror-finish plate breaks the register. We dirty it, dent it, or change to mail/scale.
  3. Heroic poses. Sword raised to the sky, looking into the distance, hair blowing in non-existent wind. Souls characters don't do this. We pull the pose to resting or alert.
  4. Anime-clean faces. A cell-shaded clean-line face fights everything else. If the client wants that, they want a different style — the anime portrait commission guide is where to go. I'll redirect.
  5. Full landscape backgrounds. Souls portraits have implied backgrounds. A full vista turns the portrait into a scene, and the figure stops being the subject.
  6. Multiple warm anchors. If the client wants a flaming sword AND a glowing eye AND a fire in the background, we pick one. The eye needs one destination.

When I catch these in the brief stage, the painting goes smoothly. When I catch them at sketch review, we lose a week. When I catch them at colour-block, we lose two.

Where to take it next

If you've got a Tarnished, a Hunter, an Ashen One, or your own OC built in a Souls register, the order form is the most efficient way to get the brief in front of me. The portfolio has the closest visual references — the souls section is grouped together and tagged so you can see which register each portrait sits in.

If you're still deciding between this style and an anime register, the anime portrait commission guide and the fan art vs original character piece are the two best siblings to read next. For the cyberpunk-flavoured parallel — V from Cyberpunk 2077 has a similar OC-vs-canon problem — see the cyberpunk character commission guide. And if you're commissioning fan art of a copyrighted character, please read the commercial licensing piece first; Souls fan art is personal-use only on our end, and that conversation is one of the first I have with every client.

Either way — the sooner you write the one-line pitch and pick a register, the sooner the Tarnished ends up on the wall.