[Devlog #1] Swampia Architecture — the final stretch. Come along.


I’m wrapping up Swampia. We’re at that stage where the project holds together and I’m cleaning the hierarchy, straightening names, building the showcase scene, and finalizing optimizations. About 100 pieces remain — set pieces coming together plank by plank, until the whole place hums with reeds and groaning timber.

I’d love to finish this with you. I’ll post short desk-side glimpses: a walkway threading across ink-dark water, a stilt house catching its shadow, colliders tamed, LOD thresholds dialed in. The look stays ultra-flat; URP is the lantern — just enough to carve the silhouette.

Scene mood & grading

Tell me what post-process vibe you prefer in swamp locations. Damp fog and “wet” feel, or a crisp, gameplay-first exposure?
If you have color-grading suggestions (LUTs, values, refs), drop them in — I’ll try variants directly on the showcase scene.

Optimization 

Tell me how you tune your bayous. Which LOD thresholds work on PC, mobile, VR? Single atlas for calmer draw calls, or a few materials to keep layers tidy? Lightmaps or mixed lighting? And colliders — box, capsule, or mesh where it matters? A few lines about budgets and constraints will help me set sensible defaults.

Workflow video (on a live project)

The attached video shows my workflow on another scene — the previous Swampia edition (nature-only), available on my profile:
https://emaceart.itch.io/free-mid-poly-stylized-swamp-remastered

For context: that version had a full remake. It’s a good backdrop to watch how I build a location step by step before moving things into the current “Swampia Architecture”.


If you’re building something in a similar mood, tell me what you’re missing, your constraints, and what you want to see next. I’m happy to tailor a few things to real needs.

See you in the comments — back to the walkways.

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