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Book of travels is a tmmorpg made in unity where you play as a traveler exploring the lands of Braided Shore.

For this project I worked as an environment artist taking ready made assets and composing levels out of them from either my own ideas or existing concept art.

This workflow included creating a terrain, decorating it with props, fixing the lighting, setting borders for the player to walk and making it playable.

I had a lot of fun realising these levels, being able to create places in accordance to our art directors vision while staying true to the spirit of the game.

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Underground Kitchen

Created partly from concept art

The "Underground Kitchen" located in the teahouse in Little slip is a space for the kitchen workers to prepare food for the teahouse guests. The level encompasses a large kitchen and a basement/storage area.

For this level I wanted to stay true to the concept art while also making some additions to make the kitchen  more functional and alive.

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Tea Clearing

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Stairwell

Created from concept art

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The Cellars

Created from concept art

Kasa Cellar

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The Burnings Cellar

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Lighthouse

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Boathouse

Created from concept art

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Weavery

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Apartment

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Homesteads

"A place to belong"

The Idea of a homestead is that it is a home that can be found anywhere. A room in a teahouse, a forgotten cave, an old ladys attic or maybe even in a rocking boat. It's a place with a distinct identity that a traveler may choose best fit them. 

I wanted to base the first set of homesteads on these ideas. The design choices were mostly up to me but some requirements were that they included a storage chest for the player, a trainmaster chest, a cooking place to make tea and some sort of bedding for sleep.

Crossings - Homestead

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The crossings homestead was the first one I made. Going after "A place to belong" I wanted to make it feel homely.

To do that I took a lot of inspiration from ghibli scenes and old british cottages. Designing the bed and kitchen as little nooks to make it feel cozy. Being one of the fancier homesteads I also made sure to add more furniture and really make it feel alive and lived in. 

Myr - Homestead

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For one of the first homesteads my art director wanted a feeling similar to that of the inn in the "7 Samurai" movie. 

To achieve that I tried to give the place a rustic wooden look, playing with the foreground to make it seem like planks were coming off and that the flooring needed some repairs. The room was also kept bare to make it more frugal becoming fitting as a starter homestead for the player.

Kasa - Homestead

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For this homestead I really wanted it to feel like an atelje. Having a lot of light transmission from the windows and using the unique Kasa building design to create an enclosed balcony as the bedroom.

Bat Saha - Homestead

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The Bat saha homestead was requested to be similar to the Myr homestead.

To make it it's own place while also keeping the feel of the other homestead I played with the depth of the room. Since the homesteads entrance is in the corner of the teahouse I made the shape similar to that.

Little Slip- Homestead

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Like the other homesteads I was given a location and then the freedom of deciding where in the building the homestead would be placed.

For this one I wanted to make it in the attic. removing most windows and having the entrance be a set of stairs leading up to the corner of the house roof.

Ovi Gelef - Homestead

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Since the town of Ovi Gelef reminded me a lot of the architechture present on greek island and escpecially that seen in the movie "Mamma Mia" I really wanted the homestead to share that same feel.

By making the room out of a lot of orange and white stones and having the blue panel really stick out as a centerpiece to mimic the set design in the movie.

Billows - Homestead

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Being a town for fishers I really wanted to make nets an apparent feature in the homestead. Adding dried flowers in the roof to show the significance of tea in their town and adding mist outside the window to show the everpresent fog from the seas.

The shilouette of the roof was made to show the grass roof present on all the buildings.

Sewers

The sewer transitions were meant to be genericly designed modules that could be randomly generated as the traveler went deeper and deeper into the sewers.

An unsettling feeling of a place long forgotten with only a traveler to discover its secrets. 

Sewer part 1

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Sewer part 2

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Sewer part 3

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Sewer part 4

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Sewer part 5

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