Junkyard - environment pack<<MODELS>>
FOR SALE
9/23/2023
Spark and Bibi<<MODELS>>
8/23/2023
Instruments and Tools<<MODELS>>
FOR SALE
1/28/2023
Luthier Workshop<<MODELS>>
11/1/2022
Game environment props<<MODELS>>
FOR SALE
8/27/2022
Andromeda & Ketos<<MODELS>>
6/25/2022
Alchemist workshop<<MODELS>>
FOR SALE
3/14/2022
This tree is growing<<MODELS>>
FREE
1/5/2022
Baker and the Bridge<<MODELS>>
FREE
11/29/2021
You are Not Alone<<MODELS>>
FREE
7/24/2021
The Last Stronghold<<MODELS>>
FREE
7/4/2021
Nature Compatible Engine<<MODELS>>
FOR SALE
6/20/2021
High Up in the Sky<<MODELS>>
3/10/2021
Pagoda on fire<<MODELS>>
11/30/2020
Lost heritage?<<MODELS>>
11/7/2020
Fall and Rise<<MODELS>>
9/9/2020
Necromancer in a graveyard<<MODELS>>
7/3/2020
Gothic citadel<<DRAWINGS>>
6/23/2020
Ceremony floor<<DRAWINGS>>
6/23/2020
Smiling demon fountain<<MODELS>>
6/13/2020
Magical Lighthouse<<MODELS>>
5/25/2020
Tent Tutorial Pt. 2<<TUTORIALS>>
Tent Tutorial Pt. 1<<TUTORIALS>>
Wooden Tavern<<MODELS>>
2/25/2020
Tent Camp of The Airship Fleet<<MAPS>>
FOR SALE
2/1/2020
Gothic Tracery Ruins<<MODELS>>
FOR SALE
7/9/2019

Gothic Islandis the biggest and the most time consuming virtual environment I have made. The fantasy Island was created with 340 static meshes and almost 200 textures that are used in 85 materials... It took me 6 months to go from first sketches to final enviornment. The whole thing is for sale on UE 4 marketplace: https://www.unrealengine.com/marketplace/en-US/slug/gothic-island as a pack. There will also be a version for Unity, which I am currently working on.

During developement of the pack I changed a theme and idea completly. At first the map was supposed to be called "Gothic Caves" and everything would be hidden inside a mountain. I planned on making complex maze of corridors and larger halls with flying buttresses and Gothic vaulting - all inside caves. HOWEVER after a game called Apex (battle royale) came out I decided to scratch the original idea and make environment which is large and royale-like. I started making enterable building meshes, city battlements, landscape elements....

When developing an environment it is very important to keep on sketching new ideas, asking people about their opinions, judging your scene from different perspectives and trying new things. There are moments of doubt (which is normal) usually caused by wrong distribution of the designer's attention. Designers MUST pay attention to entire level! They can't just focus on one small part of the map, neglecting the rest! Making a small part of a map in disregard of the rest leads to all kind of problems: inconsistancy, lack of "flow", poor gameplay and eventually irritation or even burn-out of a designer. Players will explore. The most important is their experience of the whole creation. Don't worry too much about small corner behind that rock...if there is bug/glitch/mistake - players will surely find it. Despite that they are much more forgiving if the whole picture is right.

Cute Submarine<<MODELS>>
11/23/2018
Old ship steering wheels<<MODELS>>
FOR SALE
11/3/2018
Clouds sketches<<DRAWINGS>>
9/1/2016
Wooden town sketches<<DRAWINGS>>
12/15/2015
Futuristic chamber<<DRAWINGS>>
10/17/2015
CrystalCave<<MAPS>>
6/1/2014
SilentSiege<<MAPS>>
8/1/2012