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IRONMERE

Introduction

  • Solo Project

  • Designed a classic RPG village (arrive, loot, trade, take quest, leave)

  • Town layout supports investigation flow and player exploration

  • Inspired by Mount & Blade and Kingdom Come: Deliverance

Project Details

Pre-Production

References

  • Improved workflow efficiency and established project foundation

  • Inspired by Kingdom Come: Deliverance and Mount & Blade II: Bannerlord

  • Focused on grounded medieval atmosphere

  • Referenced architecture, material palettes, and lived-in environments

  • Used these references to guide visual direction and tone

Paper Design

  • Collected visual and structural references

  • Created initial paper sketch to define main paths and spatial relationships

  • Used sketch as foundation before moving into engine

  • Accelerated first blockout with clearer design intentions

  • Iterated layout based on feedback

Level Walkthrough

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  • Designed this section around siege-style gameplay

  • Placed natural and man-made barricades (stakes, rocks) to restrict movement

  • Created defensive tension through controlled pathways

  • Used a windmill as a strong visual landmark

  • Supported player orientation without explicit UI markers

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  • Placed weaponsmith at town entrance as first NPC encounter

  • Provided early access to essential trading items

  • Established town functionality from the start

  • Supported player needs at beginning of quest

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  • Placed armor crafter as second key NPC encounter

  • Introduced access to heavy armor crafting

  • Expanded equipment options as player progresses

  • Reinforced town’s functional settlement identity

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  • Designed a dedicated market area for food trading

  • Offered basic supplies (meat, bread, etc.)

  • Reinforced sense of daily town life

  • Created a clear, centralized supply hub for the player

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  • Reserved largest residential area for stables and horse trading

  • Positioned stables as a major economic zone

  • Used visible horses from the market as foreshadowing

  • Signaled trading opportunity through environmental cues

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  • Positioned quest giver’s house as first visible landmark at village entrance

  • Used distinctive silhouette to support player orientation

  • Placed quest giver at the back to encourage exploration

  • Rewarded thorough exploration with direct NPC interaction

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  • Designed guardhouse as dedicated combat encounter zone

  • Stationed soldiers to initiate combat when triggered

  • Allowed enemies to spread into surrounding area

  • Created dynamic and less predictable battle scenarios

Level Design Techniques

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Landscape Creation

  • Sculpted terrain to define natural paths and elevation changes

  • Used height variation to create spatial hierarchy

  • Shaped encounter spaces through terrain features

  • Supported level structure, pacing, and atmosphere

  • Focused on believable and functional environment design

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Natural Guidance

  • Used natural guidance instead of explicit UI markers

  • Directed attention through landmarks and path width

  • Placed windmills and unique structures as clear points of interest

  • Balanced exploration with player orientation

  • Encouraged intuitive navigation driven by curiosity

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Urban Planning

  • Applied basic urban planning principles for believable layout

  • Designed road hierarchy (main road + secondary streets)

  • Balanced building density and spatial distribution

  • Placed key locations (market, guardhouse, workshops) logically

  • Positioned important buildings along readable paths and landmarks

  • Supported navigation, quest flow, and progression

  • Reinforced grounded, lived-in settlement feel

Blockout Process

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