I was part of the concept art team for WB Turbine's Infinite Crisis. This included making funky redesigns of classic characters in alternate realities as brand new playable characters or as skins. I was also adjusting classic designs to fit in our game style, which was often about pushing shapes to be more visible or simplifying busy areas. Often these are also used to help convince WB that Turbine had a competent grasp of their IP. I also had input on how their abilities would look like in game with effects concepts.
Oh, you wanna see some REAL concept art? Some NITTY-GRITTY KITTY shit? Well here you go, Selina Kyle's art sheet in all it's ugly glory. I thought it would be informative to show that I also write down a lot of notes as I design, both for myself and others. This is especially important when trying to explain the intended motion of a skill concept. Based on the new 52 costume, mostly I just exaggerated some things and gave her the purple backpack to give her a note of color.