The main thing I can appreciate might be a vibe of bloodborne like, medieval gothic, or fantasy elements you are trying to reach for.
Finding that joy and focus on a subject is difficult for a lot of people. So really lean into that if it is something that you cherish. You are doing that part well. Drawing and painting is just a way to draft your thoughts in the long run.
To help you expand on this strength of yours try to research, in great detail, a certain role in the time period you find relates to this fancy. Swordsman, archer, monk, doctor...ladder maker....shepherd...whatever.... Narrow it down to geographic location, and time period. What specific type of swordsman? A duelist? A two handed broadsword wielding knight?
Read about them, study their clothes and what they were made of and why they were designed for a certain function or purpose. Make little drawings and notes of your discoveries.
Then I want you to design them on a scale of level 1 to level 5. Level 1 being the start of the game, level 5 being the end. What does the first level of Gothic French Archer look like? What does the last level of the Gothic French Master Mobile Archer Veteran look like? What if he took the path of Long Range perks instead of Mobile Speed?
This is a snowball effect of how to plan design. It only takes 5 minutes to come up with ideas. It's a way to get you to think of shape language that all the human brains speak so well. What are french design motifs versus english? Color, Iconography, Curves?
This idea has been laid before us in so many other games, stories and movies. What you bring to the design is what you have learned and loved through your research. What you decide to push will make it special and memorable.
I see you advancing to more of a concept art world building art style, than a illustrative, or animation style.