It's been a while since I shared anything. For various reasons, I can't show everything I've been working on over the past year, but I do want to make it more of a habit. I'll start with this sidequest area I've been working on lately:
Redbrun Building Exterior:

Government building leftover from when the Redbrun military had a strong foothold in this particular stretch of arid desert. While mostly forgotten, it still retains a small staff of workers who maintain the grounds and interiors.
Since I was kind of making things up as I went along with this, I tried to match the color scheme with the desert tiles, but now I feel like this choice makes the building too boring. I will probably want to change the red brick exterior to concrete, and perhaps make the overall design more colorful (red/white/blue banners?), similar to what I did with the building's interior. I'm not satisfied with the glass shading either, particularly regarding the sky window on the top right of the building. I haven't worked on the desert topography surrounding the building yet, but I don't anticipate making it particularly complex.
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Interior of Redbrun Building:

Interior of the Rebrun government building. I'm unsure as to the building's exact purpose, but I'm leaning towards a military academy or library theme, where the player would be able to obtain items/information/skills that would prove useful in battle. I want the building to be occupied by staff, yet still feel empty--rustic, but not in disrepair. I've already produced my share of desolate, abandoned buildings by this point.
I'll maybe want to shade the glass and change some of the artwork and scenery around, but this is pretty much done.
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Update: I decided on the rest of the maps. I'll post visuals when they're prettier.
Classrooms:
Two mostly identical classrooms. They have a drab utilitarian feel. One has a chalkboard, one has a projector (which might be fun to use, but I think I'm getting ahead of myself.)
Library:
Darker motif, dim lighting. Spans two floors, connected by a staircase and enter-able multiple ways. Has its own balcony. I'll need to create two versions for when you're above and below the second floor balcony. Some old computers tucked away with the bookshelves.
Small Office:
Tucked away under the library stair is a small office/reading room.
Utility Closet:
It's in here because it took me all of 5 minutes to create with my vast array of generic closet tiles. Houses a connection to the basement.
Red Basement:
Two-tone red-and-black minimalist dungeon. Pipes, ductwork, boiler, and various basement-type paraphernalia. Foreboding, probably full of monsters. Want to keep it simple visually, though.
Blue Basement:
Below the red basement. Two-tone blue-and-black this time. The visual gimmicks make the place resemble a military bunker, specifically munitions storage. More metallic surfaces, at least one bridge. Long forgotten weapons storage crates and/or neat stacks of discarded warheads help frame the corridors. Secret base style control panels. Keep minimalistic feel, however. Empty, abandoned, probably taken over by non-Redbrun, inhuman forces.
Missile Silo:
At the end of the Blue Basement, here's a long shaft leading back up to the surface, not too far from the academy itself. Might also have a large crack that provides connection to other cave networks elsewhere in-game. Not likely to be housing a live missile.
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Any constructive feedback is welcome. Thanks for stopping by!
Redbrun Building Exterior:

Government building leftover from when the Redbrun military had a strong foothold in this particular stretch of arid desert. While mostly forgotten, it still retains a small staff of workers who maintain the grounds and interiors.
Since I was kind of making things up as I went along with this, I tried to match the color scheme with the desert tiles, but now I feel like this choice makes the building too boring. I will probably want to change the red brick exterior to concrete, and perhaps make the overall design more colorful (red/white/blue banners?), similar to what I did with the building's interior. I'm not satisfied with the glass shading either, particularly regarding the sky window on the top right of the building. I haven't worked on the desert topography surrounding the building yet, but I don't anticipate making it particularly complex.
---
Interior of Redbrun Building:

Interior of the Rebrun government building. I'm unsure as to the building's exact purpose, but I'm leaning towards a military academy or library theme, where the player would be able to obtain items/information/skills that would prove useful in battle. I want the building to be occupied by staff, yet still feel empty--rustic, but not in disrepair. I've already produced my share of desolate, abandoned buildings by this point.
I'll maybe want to shade the glass and change some of the artwork and scenery around, but this is pretty much done.
---
Update: I decided on the rest of the maps. I'll post visuals when they're prettier.
Classrooms:
Two mostly identical classrooms. They have a drab utilitarian feel. One has a chalkboard, one has a projector (which might be fun to use, but I think I'm getting ahead of myself.)
Library:
Darker motif, dim lighting. Spans two floors, connected by a staircase and enter-able multiple ways. Has its own balcony. I'll need to create two versions for when you're above and below the second floor balcony. Some old computers tucked away with the bookshelves.
Small Office:
Tucked away under the library stair is a small office/reading room.
Utility Closet:
It's in here because it took me all of 5 minutes to create with my vast array of generic closet tiles. Houses a connection to the basement.
Red Basement:
Two-tone red-and-black minimalist dungeon. Pipes, ductwork, boiler, and various basement-type paraphernalia. Foreboding, probably full of monsters. Want to keep it simple visually, though.
Blue Basement:
Below the red basement. Two-tone blue-and-black this time. The visual gimmicks make the place resemble a military bunker, specifically munitions storage. More metallic surfaces, at least one bridge. Long forgotten weapons storage crates and/or neat stacks of discarded warheads help frame the corridors. Secret base style control panels. Keep minimalistic feel, however. Empty, abandoned, probably taken over by non-Redbrun, inhuman forces.
Missile Silo:
At the end of the Blue Basement, here's a long shaft leading back up to the surface, not too far from the academy itself. Might also have a large crack that provides connection to other cave networks elsewhere in-game. Not likely to be housing a live missile.
---
Any constructive feedback is welcome. Thanks for stopping by!





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