Devlog · #13 ·

How I paint a diorama in pixels

From a grey Blender blockout to a snowy temple at dawn: the five passes behind every scene, and why the sprites stay flat on purpose.

Every scene in Nine Rivers starts as grey boxes in Blender. I block out the ground, the buildings and the camera angle first, because in a diorama the camera is the composition. Once the camera is right, it never moves more than a few degrees.

Five passes

Then come five passes. Pixel textures for every surface, painted at a fixed density so nothing looks sharper than anything else. An ink-wash sky painted by hand and stretched behind the scene. Light: one warm key light, one cool fill, and a lot of fog. Depth of field, so the foreground and the far mountains soften like a tilt-shift photograph. And finally the sprites, which stay perfectly flat.

Why the sprites stay flat

I tried shading the characters to match the 3D light. It looked like plastic. A flat sprite in a lit world reads as a person in a painting, which is exactly the feeling I want — the jianghu as a story someone is telling you.

The snowy temple of White Sands took three weeks of evenings. The bell alone was four.

— Chen Yu 陈宇, Chengdu

The ferryman’s ledger

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Old Ferryman

The Steam page opens with the demo.

商店的门,要等试玩版一起开。留个邮箱吧,开门那天,我捎信给你。

Chen is finishing the Steam Next Fest demo. Leave your email and you’ll get one message, the day you can wishlist.

A Molby example — Nine Rivers is a fictional game, so there is no store page yet.