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Dev Diary 4 - Taking crawling out of the dungeon with level design and 3D

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Dear Adventurers!

This entry to our Dev Diary series takes you to the roots of the game design and level building of Operencia: The Stolen Sun. Expect a lot of never-before-seen early development footage in this one!

At 0:22 - 0:55 Lead Designer Ferenc Nagy-Szakáll shares his first sketches of the grid-based levels. And at 6:15, he expresses his fear of artists building 3D topography of the 2D maps he designed. (It worked out in the end!)



Starting at the 2:06 mark, 3D Artists Tamas Csige and Csaba Vekony give you the scoop on how they created living, breathing levels out of concept art, plus taking a tile-based movement system out of the dungeon and expanding it to the great outdoors, under an open sky.



We are just a few weeks away from Operencia releasing on Steam. On March 31, step into our world of magic, fantasy rat soldiers, frog kings, warriors, thieves, castle builders, copper automatons, and mask-wearing burly men in fur.

The Operencia Team