Brackenmere / dev log

Tag

Art

10 posts tagged Art.

G37 6 min read

Four rooms, built from the pictures I sent

I sent the agents an isometric picture of the inn I wanted, then three more for my home, the Forge and the Apothecary. All four were rebuilt in one evening. It took a second day, and my complaint that the inn felt stale, to make them warm.

G27 6 min read

The Charwood: a new wood every visit

The Charwood, a charcoal burners' wood that is generated fresh for each visit, was built in an afternoon on 13 October and rebuilt that evening because it felt like the hedge maze in different clothes. The fix was a new layout, not more decoration, and playing it changed it twice more.

G19 7 min read

The village, laid out three times

In five days I laid Brackenmere's village out three times: stretched over my hand-drawn map at 40 metres a cell, pulled in tight when the walks felt endless, then traced properly at 28 metres. The lesson was that a stylised map is a set of relationships, not a blueprint.

G13 6 min read

A home that grows with the hero (and "no 8 of 10 bar")

In two days a hovel became a house that grows a room at a time, with builders, wear and repair. Along the way I stopped the agents chasing an art score: fix what is broken, and no 8 of 10 bar.

G12 6 min read

Meshy from Nick's own pictures

For nine days every model in Brackenmere came from me clicking around Meshy's website. On 28 September I handed the agents the API with a credit cap, and by the evening 150 models were in, most of them built from one clean picture of one object.

G08 6 min read

The village rebuilt in timber, plaster, stone and slate

I told the agents the village buildings felt "stale and fake" and gave them nine reference pictures. Over two days the inn, forge and apothecary were rebuilt in oak, plaster, fieldstone and slate, and the hardest lesson was that the agent building the art could not be trusted to mark it.

G05 6 min read

Walk into the inn, forge and apothecary

On a Wednesday evening I asked to open a village door and step inside. By bedtime the inn, the forge and the apothecary were rooms bigger than their houses, furnished with my own Meshy models and staffed by eight people you could talk to.

G04 7 min read

The torchlit castle and the see-through walls problem

I gave the agents a dungeon picture I loved and had a torchlit castle within half an hour. Then I couldn't see my hero behind the walls, and it took a night of screenshots, a slider and a list of rules about which walls may vanish to fix it.

G02 6 min read

The hedge maze, a three-minute run

I asked for one maze that would take three or four minutes to get through, then walked away. Two days of playing it turned a sandy greybox into a spotlit hedge garden with painted paths and monsters that follow you.

G01 6 min read

Day one: a canvas greybox called Brackenmere

Brackenmere started on a Saturday afternoon as a 90-line canvas sketch with one gardener and an old gate. By midnight it was a Three.js village with a sword, a rigged hero, three monsters, people you could talk to and a house with real roof tiles.