Third, we struggled with vegetation. The Garden needed to look natural and grown, full and grassy, but too much grass would tank our performance. We tried grass from a bunch of different purchased grass packages and shaders, but a lot of them came out of the ground very strangely, and we didn’t like the shape of them blades. We ultimately settled with using flat 2D planes for the base grass, and using a bunch of small 3D textured planes to make the grass stand upwards.
If we were to do it again, we would:
Start smaller.
Do live testing on the Garden size. This would help us design the space and distances within based on player feedback.
Build the level as a blockout first then let that guide the concept art, not concept the space and build based off of that.
4. Implementation and Set Dressing.
Set dressing became a pain point in Spring 2025, as we didn’t have many artists working in Unity. This stemmed from two problems:
Artists made concept art for individual objects based on level concepts (not blockmesh).
Level Designers blocked levels out with cubes and Unity primitives, not temp models that were an accurate representation of the intended asset (e.g. using a cube with a sphere on the top instead of finding a CC attribution tree and stubbing it in).
These two things in combination, unfortunately, led to a lot of assets being concepted, modelled, and then thrown away. We ended up using a lot of purchased assets in the final game, especially for level assets. Cuboids also made it significantly more difficult for artists to do work early. If an asset is stubbed with a similar asset to start with, artists can figure out relative rotation, object clumping, etc. much earlier. We realized that putting in a tree wasn’t just about putting the tree in to replace a cube. There’s a component of rotation, how it casts shadows on other objects, how much space it occupies on the screen, etc. This led to a lot of manual asset placement and replacement late into development, and art didn’t have enough time to do more than a couple of art passes on levels.
If we were to do it again, we would use free assets from the Internet (or have designers messily model something) as blockmesh, not Unity primitives. This would allow artists then to concept based on tangible designs, and replacing stubbed assets would be much quicker because artists had already done some of the overhead work.
In summary, what worked:
The Wisp is adorable!
Art team faced a lot of challenges, and overcame them by collectively nurturing each other’s talents and skill sharing.
Built and polished hero screenshots.
Good blending between 2D and 3D.
In summary, what could have gone better:
Developing a more robust Art Bible to pin down art style before running into making assets.
Providing game context for assets, to inform artists how assets should be constructed.
Start smaller and build don't build levels based on concept art.
Concept off of block meshes and don’t use cuboids for art blockouts.