Crumble Of Civilizations

Jorian Rutten


Mock-up showing our current assets.

Crumble of Civilizations is a hobby project created in Godot Engine by me and Merlijn Eskens, a fellow designer. We have been working on the game for over a year and have experimented with, and iterated on our vision. Currently we are working towards a first playable that displays our envisioned gameplay and gamefeel.

Crumble of Civilizations is an online-multiplayer city builder on a huge scale. The goal is to provide the players with a persistent, giant fantasy world to explore and make their own, while they manage their kingdom and rage wars. The visual style of the game is inspired by fantasy maps.

My main role in the project is as the pixel artist. I create all assets for the game in Aseprite and I am in charge of developing and maintaining the style of the game. The design of the game is shared between me and Merlijn.

Development Insights

Style consistency

Creating a style for Crumble of Civilizations was a huge task. After working out the gameplay concept and researching different styles we decided to focus on creating a fantasy map aesthetic.

Staying true to the set style has been a real challenge. Whenever I create a new asset, I test it against the other assets and style references to see if it fits the world. This way I can quickly iterate on the design or style if required.

A PureRef board with reference images for mood and inspiration.

Part of the Sea tileset for the game. Black tiles leave room for future variations.

Biome Edges

Crumble of Civilizations' biomes are built on a standard tileset of 64x64 tiles. Over the past year I have researched and experimented with different tilesets and the edges between biomes. The main challenge has been to make the biomes feel organic and natural, without losing affordance on the function and biome of each tile.

I decided to create hand-made transitions between biomes, with fluctuations in where the edge lies. This makes the biomes feel more like they were drawn on paper, since there are no straight lines, without disconnecting the visuals from the tiles.

Taking on new roles

As a designer it is extremely important to be able to communicate effectively with teammembers from all disciplines. I found that taking on a role from a different discipline, in this case Visual Artist, allows me to work more effectively with artists. There is less miscommunication, since I have gained a better understanding of their tasks, their language and their priorities in game development.