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Sword Coast Legends Environments

I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. I created most of the landscapes, rocks, plants, trees, ground materials, roads, ground decals, prop placement, etc in these outdoor areas.

Sword Coast Legends also has randomly generated dungeon layouts built from tile sets of premade dungeon rooms and hallways. I created the visual target tiles for many of these tile sets. These visual target tiles were used by outsourcing and fellow artists as the cornerstone asset to build out the rest of the tiles for the dungeon. I also built out many of the non visual target tiles.

Creating Worlds in Sword Coast Legends - Josiah Munsey

I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. I created the landscapes, rocks, plants, trees, ground materials,  roads, decals, etc in these zones.

I was responsible for creating the majority of the outdoor natural environments in Sword Coast Legends, from expansive zones to smaller encounter areas. I created the landscapes, rocks, plants, trees, ground materials, roads, decals, etc in these zones.

I created this cliff side area that ended up being used in a lot of marketing. I especially enjoyed creating the hawk that flies various paths along this cliff. I ended up creating all of the coastlines in the game.

I created this cliff side area that ended up being used in a lot of marketing. I especially enjoyed creating the hawk that flies various paths along this cliff. I ended up creating all of the coastlines in the game.

Luskan Gates outer castle wall structure.

Luskan Gates outer castle wall structure.

I used ribbons to simulate flags blowing in the wind.

I used ribbons to simulate flags blowing in the wind.

These forest scenes are prominent throughout the game. I designed the vegetation to have variations with different amounts of snow.

These forest scenes are prominent throughout the game. I designed the vegetation to have variations with different amounts of snow.

I was responsible for creating the visual target tile that established the look, feel, and lighting for the Lost Mines tile set. I created the crystals, rocks, plants, mushrooms, wall, and ground textures, and everything you see in these shots.

I was responsible for creating the visual target tile that established the look, feel, and lighting for the Lost Mines tile set. I created the crystals, rocks, plants, mushrooms, wall, and ground textures, and everything you see in these shots.

I created the basic look and feel for the crystal podium, as well as the ground modeling, texturing, lighting in this final boss level. I created the wispy fog effect and a script that makes the candles tip over and snuff out when bumped into.

I created the basic look and feel for the crystal podium, as well as the ground modeling, texturing, lighting in this final boss level. I created the wispy fog effect and a script that makes the candles tip over and snuff out when bumped into.

I created the Luskan Slums Cemetery. Everything you see here, I created, modeled, textured, and placed. (Spooky gnarled tree created by another artist.)

I created the Luskan Slums Cemetery. Everything you see here, I created, modeled, textured, and placed. (Spooky gnarled tree created by another artist.)

I was responsible for creating the target tile for the catacombs tile set which established the look, feel, color, and mood for catacomb levels. I created the base textures and geometry in this shot. (Skull and bone models created by another artist)

I was responsible for creating the target tile for the catacombs tile set which established the look, feel, color, and mood for catacomb levels. I created the base textures and geometry in this shot. (Skull and bone models created by another artist)

I created the target tile for the sewer dungeons. Rubble models and wooden bridges created by another artist.

I created the target tile for the sewer dungeons. Rubble models and wooden bridges created by another artist.

This was an additional visual target tile I created for the sewers dungeon.

This was an additional visual target tile I created for the sewers dungeon.

I created the look and feel for our grassland levels. I did the world building, modeled, and texturing for these areas.

I created the look and feel for our grassland levels. I did the world building, modeled, and texturing for these areas.

Lurkwood Bog. This level was inspired by the Central Florida wetlands. I was responsible for this level, and created and placed all the foliage, plants, rocks, and roots in these zones.

Lurkwood Bog. This level was inspired by the Central Florida wetlands. I was responsible for this level, and created and placed all the foliage, plants, rocks, and roots in these zones.