1. Modulus
  2. News
  3. Dev Log: The Art of Modulus, Part 2 | Voxel Art & Modular Design

Dev Log: The Art of Modulus, Part 2 | Voxel Art & Modular Design

[h2]BUILDING BLOCKS: VOXEL ART & MODULAR DESIGN[/h2][p]Last time, we explored the origins of Modulus’ art style and the surprising inspirations that shaped its atmosphere. Today, we’re digging into the building blocks themselves: voxels. Why voxels? How do you balance clarity and creativity when everything in the game is built from modules? Antoine and Thomas break it down.

WHY VOXEL? WHAT MADE IT THE RIGHT CHOICE FOR MODULUS?[/p][p]Thomas: We opted for voxels early on due to technical limitations. Our initial prototypes required components that could be cut, stamped, and assembled, making voxels a practical choice. We didn't consider it an art style at the time, simply a method for resource creation.[/p][p]
[/p][p]I recall an instance where we were trying to build structures from modules. While procedurally generating buildings and researching best practices, I discovered someone attempting to mimic your work with procedural generation. I found it impressive, and when I saw their reference to your work, I was even more captivated. I showed it to David (the Game Director), who immediately suggested hiring you. That's how it all began.[/p][p][/p][p]HOW DO YOU BALANCE CLARITY VS. CREATIVITY WHEN THE WHOLE GAME IS ABOUT MODULES AND BLOCKS?[/p][p]Antoine: Balancing clarity and creativity is always a conversation. The Game Director defines the modules, and I give feedback on how usable they are for creating cool buildings. We go back and forth until we land on something that works both technically and visually. Later, we often add props to make player-built structures look more interesting without hurting readability.[/p][p]Thomas: He probably wants to change modules even after a building's been conceptualized right? Perhaps the perceived difficulty of a module is too high for the game's progression. I'm pretty sure I've seen instances where they needed to change something, and it's like, 'Okay, I guess I'll remake the building.'.[/p][p]
[/p][p]Antoine: We spent some time developing a secure workflow. Now, he creates the modules, and we discuss them, but I don't immediately start designing the building. He integrates the modules into the game without the building structure, testing and playing with them to assess difficulty. Once validated, I get the go-ahead. This approach is much better.[/p][p][/p][p]I design the building in Magica Voxel then I have to remake the building within our own tool called Diorama Editor , where each shape/module is separated so that in-game players can see the building being built “brick by brick”, before being merged into a single “polished” mesh that I prepare, for performance reasons. For gameplay reasons, I precisely build the structure using the designated modules. Then, I have creative freedom with props, like lights and chimneys, which form a second layer above the building, depending on its category. This allows for more creative expression while being careful not to obscure the underlying modules. It's crucial for players to understand that the building is solely constructed from the modules they create.[/p][p][/p][p]FAVOURITE TRICK OR SOLUTION YOU’VE USED TO MAKE THE VOXEL STYLE SHINE?[/p][p]Antoine:  This is my second game utilizing voxel art, and one of my favorite techniques is maintaining grid alignment. This ensures that elements like operators are never seen at odd angles, but always at 45 or 90 degrees, perfectly aligned with the grid. This consistent alignment makes all the voxels appear organized and visually pleasing, avoiding broken lines and contributing to the inherent appeal of voxel art. This technique is particularly suitable for this game, as it is grid-based.[/p][p]
[/p][p]Additionally, using a camera that is close to an isometric view greatly enhances the perception of the geometry. It's better to use an Isometric view or a very low Field of View (FOV); a 90-degree FOV, for instance, doesn't work well for voxel art. This is because the goal is for all voxels, regardless of their position on the screen, to appear as close to the same size as possible, and a low FOV helps achieve this.[/p][p]My final tip: fully lit voxel art lacks appeal in my opinion. I typically place the sun behind the model, or at least somewhat to the rear, causing shadows to fall towards the player. This adds depth, volume, and detail to the geometric art, as shadows are crucial for perspective since all voxels are the same size.


Voxel art is simple, powerful, and perfect for the modular systems at Modulus’ heart. But how do these artistic ideas translate into working systems in-game? In the next part, we’ll look at how technical art and creative vision come together, and how color and lighting keep factories readable even at their most complex.

If you want to see the art in action, you can play the free demo right now. And don't forget to wishlist Modulus on Steam so you don't miss our Early Access launch on October 22nd this year.[/p][p]You can catch a more detailed video version of this interview below.[/p][p][/p][previewyoutube][/previewyoutube][p]Thanks for reading.[/p]
  • [p]Team Happy Volcano[/p]