Magical Help<<MODELS>>
3D preview
3 VIII 2020
Necromancer in a graveyard<<MODELS>>
3D preview
3 VII 2020
Lighthouse<<DRAWINGS>>
23 VI 2020
Gothic citadel<<DRAWINGS>>
23 VI 2020
Princess in the forest<<DRAWINGS>>
23 VI 2020
Wizard studies the runes<<DRAWINGS>>
23 VI 2020
23 VI 2020
Vault sepia<<DRAWINGS>>
23 VI 2020
Ceremony floor<<DRAWINGS>>
23 VI 2020
Fountain of the smiling demon<<MODELS>>
3D preview
13 VI 2020
Magical Lighthouse<<MODELS>>
3D preview
25 V 2020
Tent Tutorial Pt. 2<<TUTORIALS>>
Tent Tutorial Pt. 1<<TUTORIALS>>
Chinese tent (free)<<MODELS>>
3D preview
23 IV 2020
Creative Crane ($15)<<MODELS>>
3D preview
1 IV 2020
Dragon Lair<<MODELS>>
3D preview
25 III 2020
Wooden Tavern ($15)<<MODELS>>
3D preview
25 II 2020
Tent Camp of The Airship Fleet<<MAPS>>
II 2020
Statera cliff<<DRAWINGS>>
1 II 2020
25 I 2020
24 I 2020
20 I 2020
Metal Cage ($10)<<MODELS>>
3D preview
25 XI 2019
Notice Board ($6)<<MODELS>>
3D preview
15 IX 2019
Outpost ($5)<<MODELS>>
3D preview
12 IX 2019
Scarecrow Summer Camp ($10)<<MODELS>>
3D preview
11 VIII 2019
8 VIII 2019
Gothic Tracery Ruins ($5)<<MODELS>>
3D preview
9 VII 2019
Haunted Forge ($14)<<MODELS>>
3D preview
2 VII 2019
Flying Ship ($15)<<MODELS>>
3D preview
29 VI 2019
Gothic Island<<MAPS>>
V 2019

Gothic Islandis the biggest and the most time consuming virtual environment I have made. The fantasy Island was created with 340 static meshes and almost 200 textures that are used in 85 materials... It took me 6 months to go from first sketches to final enviornment. The whole thing is for sale on UE 4 marketplace: https://www.unrealengine.com/marketplace/en-US/slug/gothic-island as a pack. There will also be a version for Unity, which I am currently working on.

During developement of the pack I changed a theme and idea completly. At first the map was supposed to be called "Gothic Caves" and everything would be hidden inside a mountain. I planned on making complex maze of corridors and larger halls with flying buttresses and Gothic vaulting - all inside caves. HOWEVER after a game called Apex (battle royale) came out I decided to scratch the original idea and make environment which is large and royale-like. I started making enterable building meshes, city battlements, landscape elements....

When developing an environment it is very important to keep on sketching new ideas, asking people about their opinions, judging your scene from different perspectives and trying new things. There are moments of doubt (which is normal) usually caused by wrong distribution of the designer's attention. Designers MUST pay attention to entire level! They can't just focus on one small part of the map, neglecting the rest! Making a small part of a map in disregard of the rest leads to all kind of problems: inconsistancy, lack of "flow", poor gameplay and eventually irritation or even burn-out of a designer. Players will explore. The most important is their experience of the whole creation. Don't worry too much about small corner behind that rock...if there is bug/glitch/mistake - players will surely find it. Despite that they are much more forgiving if the whole picture is right.

Cute Submarine ($12)<<MODELS>>
3D preview
23 XI 2018
Old ship steering wheels ($9)<<MODELS>>
3D preview
3 XI 2018
Old Furnaces (free)<<MODELS>>
3D preview
14 X 2018
Medieval Desk (free)<<MODELS>>
3D preview
10 X 2018
Wooden Town<<MAPS>>
IX 2018
Ships & Rocks<<MAPS>>
III 2018
Harbour pack<<MAPS>>
X 2017
Shipwreck<<MAPS>>
IX 2017
clouds<<MAPS>>
X 2016
Clouds sketches<<DRAWINGS>>
IX 2016
Broken<<MAPS>>
VII 2016
Wooden town sketches<<DRAWINGS>>
15 XII 2015
Anturium<<MAPS>>
XII 2015
Futuristic chamber<<DRAWINGS>>
17 X 2015
Erbium<<MAPS>>
V 2015
Harbour<<MAPS>>
X 2014
CrystalCave<<MAPS>>
VI 2014
Shelter<<MAPS>>
X 2013
Catharsis<<MAPS>>
VII 2013
VII 2013
Spatium<<MAPS>>
VI 2013
Distortion<<MAPS>>
V 2013
Imprisoned<<MAPS>>
IX 2012
SilentSiege<<MAPS>>
VIII 2012
Spider<<MAPS>>
VI 2012