Every environment we build starts the same way: as a collection of simple grey shapes. In this first devlog we take you through how our first space went from blockout to first light.
Starting with a blockout
Before a single texture is applied, we block out the space using basic geometry in the engine. This stage is all about scale, flow and sight lines. Where does the player enter? What do they see first? Where should their eye be drawn next?
Working this way lets us test ideas quickly and throw away what does not work, long before any time is spent on detailed art.
Composition and readability
Once the layout feels right, we focus on composition. We place large silhouettes to frame key views and use contrast to guide the player through the space without relying on arrows or markers.
A good environment tells you where to go without ever saying a word.
First light
The final step of this phase is a first lighting pass. Even with untextured geometry, light and shadow immediately reveal whether a space has the mood we are aiming for. In the next devlog we will dive deeper into materials and texturing.
