IRONMERE
Introduction
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Solo Project
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Designed a classic RPG village (arrive, loot, trade, take quest, leave)
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Town layout supports investigation flow and player exploration
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Inspired by Mount & Blade and Kingdom Come: Deliverance
Project Details
Pre-Production

References
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Improved workflow efficiency and established project foundation
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Inspired by Kingdom Come: Deliverance and Mount & Blade II: Bannerlord
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Focused on grounded medieval atmosphere
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Referenced architecture, material palettes, and lived-in environments
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Used these references to guide visual direction and tone

Paper Design
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Collected visual and structural references
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Created initial paper sketch to define main paths and spatial relationships
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Used sketch as foundation before moving into engine
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Accelerated first blockout with clearer design intentions
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Iterated layout based on feedback
Level Walkthrough

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Designed this section around siege-style gameplay
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Placed natural and man-made barricades (stakes, rocks) to restrict movement
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Created defensive tension through controlled pathways
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Used a windmill as a strong visual landmark
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Supported player orientation without explicit UI markers

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Placed weaponsmith at town entrance as first NPC encounter
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Provided early access to essential trading items
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Established town functionality from the start
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Supported player needs at beginning of quest

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Placed armor crafter as second key NPC encounter
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Introduced access to heavy armor crafting
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Expanded equipment options as player progresses
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Reinforced town’s functional settlement identity

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Designed a dedicated market area for food trading
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Offered basic supplies (meat, bread, etc.)
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Reinforced sense of daily town life
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Created a clear, centralized supply hub for the player

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Reserved largest residential area for stables and horse trading
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Positioned stables as a major economic zone
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Used visible horses from the market as foreshadowing
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Signaled trading opportunity through environmental cues

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Positioned quest giver’s house as first visible landmark at village entrance
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Used distinctive silhouette to support player orientation
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Placed quest giver at the back to encourage exploration
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Rewarded thorough exploration with direct NPC interaction

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Designed guardhouse as dedicated combat encounter zone
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Stationed soldiers to initiate combat when triggered
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Allowed enemies to spread into surrounding area
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Created dynamic and less predictable battle scenarios
Level Design Techniques

Landscape Creation
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Sculpted terrain to define natural paths and elevation changes
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Used height variation to create spatial hierarchy
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Shaped encounter spaces through terrain features
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Supported level structure, pacing, and atmosphere
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Focused on believable and functional environment design

Natural Guidance
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Used natural guidance instead of explicit UI markers
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Directed attention through landmarks and path width
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Placed windmills and unique structures as clear points of interest
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Balanced exploration with player orientation
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Encouraged intuitive navigation driven by curiosity

Urban Planning
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Applied basic urban planning principles for believable layout
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Designed road hierarchy (main road + secondary streets)
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Balanced building density and spatial distribution
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Placed key locations (market, guardhouse, workshops) logically
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Positioned important buildings along readable paths and landmarks
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Supported navigation, quest flow, and progression
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Reinforced grounded, lived-in settlement feel










