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Undead architecture and elevator concept

The recording shows work on the undead environment, with a stated focus on developing one race's architectural style before moving on to another. The undead set is presented as part of that race-specific worldbuilding approach.

A featured example is an undead elevator structure. It is shown as an exploratory asset rather than final in-game footage, with the presentation explicitly noting that lighting and post-processing are not final.

Race-focused environment production

The environment art process is described as race-led. After selecting a race, the team works on that race's architecture and aims to lay it out completely before shifting attention to a new race. In this context, the undead environment is the current focus.

Undead elevator design

The showcased structure is an elevator associated with the undead race. Multiple angles are shown to communicate its scale and silhouette. The asset is presented outside its final environment in some shots so that the full form can be seen more clearly.

The presentation also distinguishes between different moving parts of the mechanism. A rotating component is identified, while a viewer suggestion about a wheel spinning as the lift arrives is treated as a possible animation detail rather than a confirmed final behavior.

Visual quality and iteration

The footage is framed as a visual upgrade relative to earlier work. At the same time, it is explicitly described as unfinished, without final post-processing and with only relatively proper lighting. The purpose of the reveal is therefore to show the direction of the undead architectural style rather than a completed in-game scene.

Source

  • Recording: Undead structures, mounted combat animations reveal | Scars of Honor
  • YouTube: Watch on YouTube
  • Published: Monday, July 7, 2025 at 3:11 PM UTC

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