Hi ,This is the first week report if my progress making an ancient Chinese courtyard facing a shrine that is corrupted, the idea was to make it a boss battle scene similar to the environmental concepts in black myth wukong
images link: https://photos.app.goo.gl/MwBKpFUebwW9TFWF6
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Process Overview
This project focuses on developing a modular temple courtyard environment with emphasis on composition, scale, and reusability. The workflow prioritizes clear focal hierarchy and consistent metrics so assets can be efficiently authored, reused, and iterated across the scene.
Design Goals
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Maintain a strong modular workflow for efficiency and repeatability.
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Create a clear silhouette and composition hierarchy across structures and props.
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Use lighting and props to reinforce a “sacred but corrupted” atmosphere.
What I Did
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Scoped hero assets (Main Temple and courtyard focal) and defined secondary structures and prop sets.
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Built a full environment blockout using a modular workflow, emphasizing readability, composition, and scale.
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Established modular system standards and consistent metrics for stairs, platforms, railings, and pillar kits with a unified grid and pivots.
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Designed building sets with shared structure but varied silhouettes to support hierarchy.
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Used the blockout phase to establish clear visual hierarchy with the temple as the primary focal point.
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Authored a production plan with asset categorization, quality tiers, and a Definition of Done per stage.
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Developed pipeline documentation covering concept references, blockouts, modeling/texturing guidelines.
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What I Plan To Do- WEEK 1
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Finalize the main temple structure and roof system.
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Introduce lighting and atmosphere (warm vs. cool contrast).
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Add corruption elements to support the narrative.
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Refine the courtyard as the central focal area.
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Develop talisman flags and prop placement for storytelling.
Game Environment Asset Checklist
This checklist organizes all assets required for the build. Use the checkboxes to track completion and note quantities or variants as specified.
Hero Assets
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Main Temple — 1 unit
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Courtyard — 1 unit (high‑detail focal area)
Secondary Structures
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Building Type A — 2 units
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Building Type B — 2 units
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Watch Towers — 2 units
Modular Systems
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Stair System — used across entire environment
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Platform System — height variation blocks
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Railing System — variants: straight, corner, pillar
Pillar System (Per Building Type)
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Temple Pillars — modular set
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Building A Pillars — modular set
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Building B Pillars — modular set
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Tower Pillars — modular set
Lantern System (3 Types)
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Hanging Lantern
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Ground Lantern
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Broken Lantern — variant
Talisman Flag System
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Flag Pole
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Flag Cloth — with symbols
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Torn Variant
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Corrupted Variant
Weapon Set
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Weapon Rack — 1 unit
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Sword
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Curved Blade
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Spear
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Staff
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Broken Weapon
Environment Props
- Rocks — large + small variations
Corruption Set
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Roots/Vines
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Wall Cracks/Damage
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Broken Structural Pieces
