— hitscanner apologist ⚡
— tired trans woman ⚧️☣
— not always grumpy, she just looks like that 💀
— level/environment designer 🔨
— Current work: Skin Deep (at Blendo Games) 🐈

📍 Adelaide, Australia

Private page (for friends): @garbagegrenade


the fun thing about using a brush-based editor is that you have the freedom to make one-off bespoke geometry everywhere but you end up trying to recycle prefabs as much as possible out of fear that nothing will have any stylistic consistency without them

... or is that just me?


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in reply to @trashbang's post:

if you're building a world with a fiction there's also a drive of wanting to represent the process by which things get built with a lot of integrity, especially a scifi world of mass-produced things. so i can see multiple ways where the prefab-reliance could come from, even if there weren't any workflow wins in it.

I helped do some house renovation and it got me building full sets of dimensional lumber and wall framing and plywood and drywall… I never finished building a level because at the time I didn’t know how and also it made a lot of extra work, but it was so good for making tiny convincing pieces of a space.