Low-Poly Medieval Town


Description:

A prototype design of a low poly Medieval Town made during a Level Design course at FutureGames(2019)


The design is intended for an open world, gathering, RPG game.


Town Overview

Player Start

The player starts at a shore not far away from the town, the idea here is to give the player an introduction to the world without overwhelming them. This also encourages the player to explore their way to the city.


To guide the player there are a few elements in place. The houses on the left, the fire tower peeking over the town walls, and the rocky path leading up to the cave entrance.


There's also a slight foreshadowing of a rooftop where the main quest line is intended to lead as well as a clear view of the vista point.

Cave

Cave Entrance

To make the cave more interesting and highlighted I placed two small torches on each side.


The highlighted cave then leads into the heart of the town. The idea here was to place the player in an area that is safe and open for exploration in all directions.

Vista

As the player submerges from the cave into the town I wanted to make sure that the first thing they would see would be the distant vista point.


To achieve this I made sure that the end has a slight climb that incentivizes the player to tilt the camera slightly down.

Trading & Crafting

As the player then returns their attention to the village the first buildings close to them are the crafting and trading stations. This is to introduce the player early to a potential crafting mechanic as well as introducing some of the items in the game.

Trade/Market

The market is the closest to the cave. The idea is that the player might browse through some of the items in the game, both craftable and non-craftable.


This is meant to be an optional foreshadow of the content in the crafting stations.

Blacksmith

The blacksmith station is placed close to the outer wall to make it easier to craft tools and return without passing through the whole town.


It's also one of the more distinct buildings, making it's purpose clearer for the player.

Carpenter

The carpenter station is placed close to the players (unbuilt) house to foreshadow the possibility early on.


This is also where the player could for example refine wood material into finer planks.

Food & Player Home

Food

The food station is where the player can resupply their food and potentially craft their own food.


As food would be an important aspect of survival to the game the food station is placed close to one of the city gates.

Player Home

The player home is where the player will be able to store some extra items as well as being able to decore it with furniture.


In the beginning, the player house is not built. To build the house the player needs to follow the main questline to unlock it as theirs. To then build the house the player needs to gather and craft the required recourses.

Event Hut & Important Structure

Event hut

The event hut is where all the special events in the town will be held.


Example being a feast during the celebration of spring or so on. During these events, there would be unique quests to pick up here.

Important Structure

This is where the player continuously will return to for the main questline.


I placed this furthest into the town on higher ground to create a feeling of being safe and relaxed.

Training Ground

Training Grounds

This is where the player can improve their skill as well as try out their abilities.


In the training ground, there's also an overseeng rest house with a hiddent cellar underneath it. This is intended to give the area more life and variation.


In the hidden cellar, there are some bonus items to be found for those who find their way in.

Graveyard

Graveyard

The graveyard is where the player would respawn on the occasion of death.


This is placed outside of the town so that the respawning player can choose to either go back out into the wild or into the town to resupply.

Final Overview