One of the enjoyable (and occasionally sanity-testing) aspect of working on SCYLLA has been figuring out what these tunnels should actually look like. Unlike Level One’s rubble filled spill or Level Two’s cold, industrial spaces, Level Three’s underbelly is this weird hybrid of infrastructure and intrusion… half city planning, half monster damage.
Artistically, that meant building a sewer system that felt functional and grounded, and then tearing it apart in a way that made sense. The claw-gouged walls, the churned earth, the slime trails, the collapsed brickwork… every piece needed to hint at something massive and powerful.
Drawing these tunnels has turned into a meditative loop of textures, tones, and shadows. As an artist, this is one of the challenging and fun aspects of the collaborative process of creating the story - figuring out how far to push the weirdness without losing the sense that this is a real, lived-in part of the city. The deeper Tanya and Ventrik go further down (the rabbit hole, as it were), the stranger it gets. Illustrating that progression has been one of the most creatively satisfying parts of the chapter so far.














