Roots of Yggdrasil - Building Concept Arts
Housing, in-game 3D Assets by Jessie Magnat (to see more, click link in caption)

Housing, in-game 3D Assets by Jessie Magnat (to see more, click link in caption)

One of the important houses in the Holt, Thrasir's Workshop. See caption for link to the 3D Model by Jessie Magnat

One of the important houses in the Holt, Thrasir's Workshop. See caption for link to the 3D Model by Jessie Magnat

Some buildings serve the same function with different Ressources so repeating shapes but changing the pattern was a good way to communicate that

Some buildings serve the same function with different Ressources so repeating shapes but changing the pattern was a good way to communicate that

And then others share a flavor but not the function, as is the case here

And then others share a flavor but not the function, as is the case here

Early in the project, I was the only concept artist available so I had to draw a lot of buildings (It's a City Builder!). Here are a few favourites of mine, as well as some of the rules I had set down early in production:
- Depending on the building’s function, it should have a certain color code
- If a Building gets used a lot (ex: Sturdy Housing), make more than one version, so there can be some variety.
- Keep Low-Poly, don`t exagerate on details. They will rarely be seen up close.
- Make certain assets reusable from one building to the next (example: doors, windows)
- Reuse textures as often as possible, especially within one building type

All of our Buildings were then modelized by the fabulous Jessie Magnat. Their work on this project can be seen here:
https://www.artstation.com/gothelian/albums/13942255