I’m obsessed with details. They make a game world believable and real, no matter how out there it otherwise is. I’m especially fond of coming up with fictional brands. This is an ammo box for Mundaun of the brand “Drei Herren”, which roughly translates to three gents. As ammo should be sparse, one box only contains three bullets. Hence the … Read More
The chapel was one of the first buildings created for Mundaun. See how it came into the game from life via pencil drawing and 3D model. A lot of the objects, buildings, vehicles in Mundaun are inspired or based on real-life things. I made thousands of photos scouting different places in the Swiss alps. Based on this personal photographic library … Read More
With the textures for Mundaun all being hand-drawn, it is sometimes tricky to get everything in the drawing in the right place so that it ends up on the 3D model where it should be. That’s why I usually do a first rough pass, scan it and see where it lands on the 3D model. I can then use that … Read More
The Swiss online video portal arttv.ch did a short (german) piece on Mundaun and how it is made.
I’m trying to integrate the environment for dealing with unfriendly mountain creatures. In this case, the chair lift assists the escape of the player from the hayman. They are seemingly not that technology-savy. Probably, where they come from there are no chair lifts… Maybe another enemy type will be able to ride the chair lift? These are attempts to make … Read More
The player comes across a burning barn in the first night he spends in the mountains. It is then when he first encounters the Wayfarer and the hay men.
Came across these symbols called “house signs” during research. The letters in them are initials and the icons seem to have a meaning. I feel like they could be used for the characters in Mundaun, choosing or making up a fitting one for each. They could be placed on doors or shown in the UI when talking to a person.
Created a new player mesh. Here you can see him looking in the mirror after finding a strange painting behind the bathroom wall.
I’ve implemented a system of threat levels instead of directly placing the haymen in specific points of the scene. It defines how close to the player they can raise out of hay scattered around the scene, how many concurrent haymen there can be, etc.