The canals of Abassyiah in medieval Baghdad. Stretching seemingly endlessly, it's nearly impossible to show all the level artwork I did so here's a small highlight of it.
My role on this task was to take the already done first pass of the canals infrastructure and do a second art pass, layout/infrastructure overhaul, landscape sculpting/painting, set dressing, pass on player and NPC navigation, debugging and optimization.
As the area is dense and packed with other locations, it wasn't very straightforward how to divide which part was to be worked by me and which by the neighboring location owners. So the agreement we made was that I take the canals themselves, their shores and sidewalks/platforms that go 3-6m on each side. The Abbasyiah was split in 3 different districts - Knowledge, Culture and Medicine, which greatly helped with propping them in a more unique way to stand out from each other.
Big shoutout to the talented team at the Singapore studio for making the first pass of the area's infrastructure and gameplay intentions. As per usual these types of games are a result of the massive collaborative effort of countless number of people, but this especially rings true with the canals of Abbasyiah, as they cross a third of the whole Baghdad.
Art Director: Nikola Stoyanov
Lead Artist: Andon Nedev
Level Design: Dragomir Ivanov
Procedural rules for clutter and small vegetation spawining on the shores: Victor Ivanov