Legend of the Sentinels
Legend of the Sentinels is a top down role playing game, produced by Northlandic Games, taking inspiration from classic PC RPGs like Baldur's Gate and Diablo, with some unique world map exploration and base building twists. As the mostly solo artist on the project, I've been tasked with creating a wide variety of assets for it, ranging from UI design to hard surface modeling, level design and character modeling.
Environments
Legend of the Sentinels takes place in a medieval fantasy world, reminiscent of 12th century Europe. It's been important to us to keep things as accurate as possible to historical architecture and designs, while also allowing more fantastical elements to come in where it's warranted.

Most recently I've implemented a fully dynamic time of day lighting system, that can be controlled via scipts, giving us more freedom to worry about other things than setting up individual lighting scenarios for each scene.


Buildings are made of modular assets that are placed on a grid, making it easy for a level designer to make a variety of structures based on a single set.


Characters
At startup, the game allows you to create your own character, letting you define every aspect about how you want your character to look. Having a fully dynamic character creator also allows us to more easily populate the game with a wide variety of characters.
Elenka Kaminska is one of the main companions in the game.

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Combat
Combat in the game lets you control 3 characters at once in real time without pause, making the combat system reminscent of some real time strategy games.

Story illustration
Since my background is in illustration, I've also worked on creating some artwork for the game. This one is shown at the startup screen.

The plan is for the game to have fully illustrated cutscenes as well. But making these kinds of illustrations can be quite time consuming, so who knows when I'll find the time to make them...
UI Design
For the game's UI I've tried to make it reminiscent of older as well as more recent RPGs, while still trying to keep things as modular as possible, so changes can be more easily implemented.