Welcome back to our third devblog post! If you’ve missed the previous ones you can find them here. In this devblog we’ll be taking a closer look at the canal area in one of our levels. Since Serpent’s Gaze has several different realms, each with their own unique atmosphere and architectural style, we thought it would be cool to highlight and show our process for one of these areas.
The area we’ll be looking at is located in a city so our process started off with looking at actual cities for references (I know right, mind-blowing). After that we moved on to blocking out the overall play area and playtesting it to ensure the flow felt right.

The next step in our pipeline is to start set dressing a tiny piece of the city, the canals. This process isn’t completed in just one pass; instead, it involves several iterations. At this stage, we were still experimenting with the general shape language and atmosphere for the level.

Once we were happy with the look and feel of the area we spent time adjusting and replacing assets and doing a lighting pass. The canal area now functions as a benchmark for the rest of the level which will be set dressed later on.

And finally, as all game developers know, the polish work is never truly done and things might still look a little different in the final game (all part of the process!). We hope you enjoyed this small peek into our workflow and if you want to see more behind-the-scenes progress follow us on Bluesky, Xitter or TikTok (or join our Discord server!).
Hadeee haaaaaj,
Feeble Minds