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Weekly Update #6 -Enhancing Our Game Landscape: Adding Curves, Water, and Mountains
This week, level design continued with a focus on incorporating varied landscapes into the game. Notable additions include curves to replace flat terrain and the integration of water bodies using Unreal’s Water Plugin. Read more
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Weekly Update #5 – Game Development Reference Gathering in Salzburg Freilichtmuseum, Austria
This week we are having a look at the Freilichtmuseum in Salzburg which showcases traditional building styles from the five provinces of Salzburg. The museum offers valuable references for game development, including architecture, gardens, and textures essential for creating immersive environments. Read more
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Weekly Update #4: Gathering Game Development References in Habachtal, Austria
Last week focused on developing the Ravine area using previous photos and placeholder assets. This week, there is a shift to collecting real-life references in Austria, specifically the Habachtal, also known for gemstone hunting. Read more
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Weekly Update #3: Progress on Ravine Greybox
This week, the focus was on greyboxing the game’s Ravine area, enabling players to hunt for gems, minerals, and fossils. Utilizing height data and assets, the initial landscape design began. Inspired by Glasenbachklamm in Austria. Read more
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Weekly Update #2 – Creating a 3D Game Map from our 2D Layout
In Week 2, the level design moves from 2D to 3D. We are also creating a fortress mockup inspired by Festung Hohensalzburg. Read more
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Weekly Update #1 – 2D Map Planning
One Dimension removed for our level mapping and all about planning, planning and some more planning. Read more
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Location Inspiration – Part 1: Fuschlsee
Location Scouting (and totally not an excuse for a holiday) Part 1. Read more
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How To: Add Realistic Snow to Your Blender Meshes Easily
Let it snow, let it snow.. In this post we will have a look at the Real Snow Addon for Blender to easily winter-fy your meshes. Read more
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Seasonal Foliage – Part 3: Results
Results for the seasonal foliage work we have done so far. Read more
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Seasonal Foliage – Part 2: Seasonal Manager and Component
Setup and code bits to support seasonal foliage changes. Read more
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Learning: Character Modelling
Let’s take a journey through learning character modeling via the ‘Make 3D Anime Characters in Blender’ course and then put our newly created character into Unreal. Read more
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Grass Foliage
Since I want to go for a stylized look, and a lot of the game will be in nature and countryside, I really wanted to nail the feel and coverage of grass while still being able to render it without setting my GPU on fire. I did some research on what styles I like and Read more






