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Eternal Wanderer - Art development

During a free project, I collaborated with my team on Eternal Wanderer, a fantasy-themed game set in an Indian-inspired environment. Together with Dara van Vliet, I was responsible for creating the game's environment art, including buildings, props, and foliage. This project was incredibly enjoyable and also marked my introduction to 3D modeling in Blender, which has been very useful so far.
For more information about the game we're creating, please visit: www.inktvlek.com
Some assets, such as the character pack, were not created by me and were sourced from the Unity Asset Store.

My first step during this project was to create concept art to give us an overview of what the kingdom would look like. The game is set in a bustling area surrounded by big walls, where people come mainly to trade.

My first step during this project was to create concept art to give us an overview of what the kingdom would look like. The game is set in a bustling area surrounded by big walls, where people come mainly to trade.

Here are some renders of the 3D models with textures. We used hand-painted normal maps to achieve a characteristic art style. These normal maps were created by Dara van Vliet.

Here are some renders of the 3D models with textures. We used hand-painted normal maps to achieve a characteristic art style. These normal maps were created by Dara van Vliet.

Here are some architectural designs inspired by Indian buildings. We aimed for a simple yet effective visual style while incorporating fantasy-themed elements. The sketches were created by Dara van Vliet: www.artstation.com/daragray

Here are some architectural designs inspired by Indian buildings. We aimed for a simple yet effective visual style while incorporating fantasy-themed elements. The sketches were created by Dara van Vliet: www.artstation.com/daragray

The marble quarry is where low-class people live, positioned underground to reflect their lower status. The terrain was created by Dara van Vliet.

The marble quarry is where low-class people live, positioned underground to reflect their lower status. The terrain was created by Dara van Vliet.

A screenshot of the mid-class residential district where people are actively trading.

A screenshot of the mid-class residential district where people are actively trading.

A backstreet in the residential area where players can parkour to access a specific building.

A backstreet in the residential area where players can parkour to access a specific building.

Some buildings are accessible, such as this warehouse. It also serves as the location for the game's first tutorial quest.

Some buildings are accessible, such as this warehouse. It also serves as the location for the game's first tutorial quest.

This is the initial roadmap we used to navigate through the kingdom's areas. This design has undergone several iterations but has not been updated recently.

This is the initial roadmap we used to navigate through the kingdom's areas. This design has undergone several iterations but has not been updated recently.