Sam Paffenroth – Setting the Stage


As we come up on the midterm milestone, I’ve started building my world in Unity, focusing first on the outside shell of the building, and later on the bookcases, table, and chairs that inhabit it. I’ve also done the start of modeling my terrain, which will be seen through the various windows around the library.

Due to the way I’ve done my tiling assets, the seams between walls (even with a well tiling texture) are somewhat obvious, so I think going forwards, I will put a pillar at every seam, instead of just some of them. I may also continue to rework and refine the texture to make it tile as cleanly as possible. I also plan to add my own terrain textures to more closely match the feel of the environment my game takes place in, but for now I am using some placeholder assets.


I’ve also been working on adding some more assets to my modular pack, namely a table, some chairs, and a couple different modular stair parts that I can use to make both straight and curved stairs in my building. Once these are done, I will be moving onto some trim pieces and then books that I will use to populate the bookcases.

9 Comments Add yours

  1. Sarah says:

    The amount of detail in the window frames are striking. Really draws you into the scene. What are some objects you are thinking of for clutter?

    1. Sam says:

      I definitely plan to make a couple different book assets, along with some table and wall lamps. I was also considering some more magically inclined items, like crystals or jars, but the majority of my clutter will be books and papers.

  2. Alexandra says:

    I really love the way you textured/colored the windows! Do you plan to continue that styling idea in the rest of your scene? (maybe with light rays or particles)

    1. Sam says:

      Some nice dramatic lighting (particularly a sun beam coming down from the skylight at the center of the room) is definitely something I would like to add so long as I have the time to do so. That colorful, painterly feel will definitely be found in lots of the other textures around the level as well.

  3. Kylie says:

    I really like the large variety of stairs, bookshelves, and windows you have. Interested to see how such a variety will look altogether. How much may players end up focusing on your outside terrain/skybox based on how transparent and plentiful you plan on making your windows?

    1. Sam says:

      The main meat of the level will be the interior, but I plan to have the exterior well detailed (or at least, carefully arranged to *look* well detailed) to add to the sense of a broader world outside this one location.

  4. Dan H says:

    The window architecture and painterly stained glass texture really stand out and remind me of old European cathedrals. You might be able to limit what parts of the landscape players can see while still maintaining a sense of openness by controlling which windows can be seen through and which ones are stained glass that mostly just let light through.

  5. Keenan says:

    All of the modular architecture pieces have a distinct style and everything fits together really nicely! The stained glass windows are gorgeous as well! I also really like the landscape you created outside of the building, even though I’m assuming the player won’t be able to go outside it looks very intentional and I love the plateaus

  6. Yuna says:

    I really like how pretty the stained glass look like, especially the texturing. The way you modeled the window frames with so many details are beautiful. I like the vibe the setting have created so far and fits your concept sketch very well.

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