Someone asked me how I went about making the bg in my last piece, I thought I'd upload it here in case it would be useful for anyone else.
To start, I focused on getting the silhouettes and capturing the location’s design elements. In this case, it’s Treviso from Dragon Age: Veilguard. Once I had the basic shapes, I essentially repeated many of the silhouettes and design elements. Sometimes I would transform, squash, or stretch them to make them look a bit more varied without seeming too cut-and-paste.
Since the city is far in the background, I kept it to just 2–3 values with minimal detailing—just enough to hint at form. Since it was a personal fanart piece, I felt that was sufficient enough, but would probably go into more forms if it was a client piece.
One helpful tip is to use Blender for building reference models if you have the program. If not, in-game screenshots work really well too! I actually included some screenshots I took as reference here. lol
I was also asked how to get more into backgrounds, I’d recommend taking things one step at a time. You don’t need to dive straight into a full-blown background piece on your first go. Start small: maybe add a tree, a bit of a wall, horizon line or even ask yourself questions like, Would this character be walking in the woods? Would it be sunset? Or nighttime? Then branch out from there.
On the more passive side, follow some amazing background artists who inspire you to love backgrounds as much as figures. Nathan Fowkes is one of my favorites. The more joy you find in it, the more likely it’ll become a habit.
If you want to actively pursue backgrounds, then the usual foundational/thumbnail studies (perspective, layout, composition, etc.) are super helpful. Background and composition studies can also go a long way—but I’ve already rambled enough.