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Rivermark

Vesper, the energetic nanoparticle that made all the strangeness of the continent possible, eventually grew into a swarm of chaos. It would break apart and remake the matter it came in contact with. These early explorations of Rivermark map explored the idea of a frontier wall built of massive nodes that would vibrate with just the right frequency to repel the encroaching storms. But for unknown reasons it ultimately failed. The breach zone would allow the map to have two distinct biomes, one with the decayed waistlines ravaged by vesper, and the other of a broken oasis of green.

These biomes would help differentiate the sides of a massive map while also establishing the core idea of the game: barriers and the energy needed to breach them. The conduit in the painting that once powered the Wall, shows how Vesper was hungry for energy, warping the earth, and reaching for this lifeline to continue its relentless spread. This map was challenging as it was our first, and required a lot of flexibility. The game design was still evolving, requiring a lot of rework and repurposing over time.

Thank you to the whole team at Wildlight Entertainment for the opportunity to collaborate and create this world with them.