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Level Designer, World Builder.
100 days of level design
This is the end, day 100.
Several designs today.
Getting closer to the hundred day mark, here are two designs.
I think I like all the little details I added today more than the house design.
Here are those variations I was talking about, this time with no crashes.
Had a couple variations of this, but the engine crashed and I'm out of time today.
Lower class house.
Another design. Modular kits are awesome.
Need more optimization, also... shiny water?
Still not much time today... life is busy as always.
Should have time to do several designs tomorrow, but for today here is a house.
Another house design.
Just a single house design, didn't have much time today.
Starting to look a lot more organic, I'm aware it is a weakness in my designs.
Not much time today just been adding these models to my array of "dummy" items placement system.
Back with improved textures and lighting. R1D85
Redesigning the poor district has caused me to redesign my design process.
More design on the poor district.
Going along slowly with the limited amount of time I have to work on this right now.
Rebuilding the poor district is taking some time.
One of my favorite designs.
Today has been mostly optimization on different levels to make a more complete map.
Cathedral first pass.
Camps are common in the province.
Guards can often be found at the taverns usually drunk just like the rowdy patrons.
Another house in the same building.
More With all the poor in the city its not surprising that abandoned houses have squatters.
The poor of the city usually live in small houses.
Two different floors in the same building. R1D70
Supposed to get snow here tomorrow, so I figured I'd beat nature to it.
Some work on foliage and clutter.
More development on the city.
Town Guards on patrol.
My fiancé painted something like this today and inspired me to do this scene
This is the last 3 days screenshots location in one from the editor.
The upper docks.
More of the poor quarter of the canal district.
Poor quarter of the canal district.
Poor district house.
Shell of a house.
A common sight in the province.
The warehouses of the city are usually filled to the brim with things from all over.
The docks in the city control the flow of all products into and out of the province.
The large stone walls protect the citizens from outside harm.
This time with beer bottles now just imagine doing this with hundreds of in game items.
A more controlled version.
Semi Automated Item Placement
I need a lot more variation in rugs.
Variation is key to the system I'm designing.
Just a shell.
The upper class frequently have gardens of colorful flowers.
Deer roam free in the province, usually unhindered by human settlement.
Some of the cities more unsavory characters choose to make a home down in the sewers.
The Empire sometimes requires remote outposts deep within the forests.
The road is usually safe thanks to the forts the empire placed all over the province.
Remote farm in the forest.
Forest path with waterfall.
City district center.
He knew not what waited in the cavernous depths.
The wine cellar.
Some more work on the inventory.
Some more small house stuff.
Further work on the Alchemy system
Been working on systems and texturing today. Here are the alchemy tools for the system to work.
Another nature scene this time actually focusing on the wildlife.
Shack like house for R1D20.
Even smaller house for R1D19.
Here is a single story house for R1D18.
Today's design is a house smaller than yesterday, but still 2 stories.
Today's design is a large 3 story house, 4 if you count the loft.
R1D15 for #100DaysOfLevelDesign.
R1D14 for #100DaysOfLevelDesign
R1D13 for #100DaysOfLevelDesign
Canal in the city.
R1D10 for #100DaysOfLevelDesign
R1D9 for #100DaysOfLevelDesign
R1D8 for #100DaysOfLevelDesign
R1D7 for #100DaysOfLevelDesign
R1D6 for #100DaysOfLevelDesign
R1D5 for #100daysofleveldesign
R1D4 for #100daysofleveldesign
R1D3 for #100daysofleveldesign
Kalin canal district.
Just adding details to the city i'm building.
Market district sidewalk