– Setup shader to have „detailed“ textures only in foregroung and flat
shaded colors in the distance.
– try to concentrate details to form detailed islands and leave more“empty“
(but aesthetic) spaces. To get a more „Typographic“ or „Designy“ and less
– remember to shift character outside of screen center.
– find technik to get aesthetic dunes with unitys terrain system.
– aim more for „stepping“ (caravan) than „floating“ (journey) with
– growing (realy big) would be nice to travel some distance, should not be
a permanent state and should be very sensative, camera rumbeling on every
step, heads through clouds, tiny birds passing by.
– growing could manipulate the recognicion of time. In big state you may
recognise the movement of a temple-dungeon as giant spirit crawling.
– implement different walkstyles for different Situations.
– further refine existing 3d-models to remove all „dead edges“.