Kit breakdown for larger architectural elements. All of the stonework pieces use either a tiling texture, or a single trim sheet. The tiling texture for the grass is tri-planar projected, so the hill meshes can easily be edited without concern for seams.
Breakdown of the smaller foreground elements. All stonework assets all share the same material, unwrapped onto a trim sheet.
The bushes have several LOD levels as well.
All textures were created in Substance Designer for fast iteration. I was able to leverage pieces of graphs across multiple textures to economize production. They all use a custom shader I wrote in Amplify for quick iteration on stylized mood.
Kit pieces for buildings. All wall pieces, including the doors, are using the same trim texture, with various parameters exposed in a custom shader I wrote to increase versatility.
Wireframe, the bushes are currently at LOD 0, with two more custom LOD levels above that.
The five building prefabs created with the building kit.
One of the original concepts created for this tileset. Some of the important early considerations included how the environment would mesh with the existing UI, and how the characters and combat would exist onscreen within the environment.
Although the environment changed quite a bit over production, I already had a strong idea of where I wanted to go at this stage.
I created this level with Daemon Games as a part of their unannounced mobile RPG. I was responsible for all pictured, including the production, design, and effects on this level.