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Lost Sanctuary

Unity

PC · 2016 · Level Design

Lost Sanctuary

My very first steps into 3D. A revelation, a thrill, and my first real failure. The one that taught me to recognize when a project has to die so a better one can be born.

3DDark FantasyDungeonLightingPrototype · Archived

The Story

Back in 2016, managing to produce this kind of visual on my own felt like a revelation. I was passionate about roguelikes at the time, those games where you climb from dungeon to dungeon, floor by floor, searching for a way out. I wanted to bring that idea to life: a dungeon where the player, imprisoned at the start, has to escape.

Around the same time, RPG Maker's updates were becoming more and more inconsistent. I started looking at what was being done elsewhere, with real game engines. And I had a burning desire: to learn 3D. Unity became my way in.

The spark came from a series of tutorials on handling lighting in a realistic room. I told myself: "there's something incredible to do with this."

Lost Sanctuary — The Story

Under the Hood

I was studying general computer science at the same time, and I was utterly devoured by game development. I ate, slept and breathed it. I followed courses, Unity tutorials, and built the level with assets bought from Dark Fantasy Studio, my very first paid assets.

The concept: the player starts imprisoned in a dungeon and has to escape through waves of skeletons, warriors and mages. Then, stepping outside, they emerge into a mysterious night forest, only to discover a massive wall encircling the entire area. That trapped feeling, Portal-style: believing you're free when you aren't yet. I loved that mechanic.

My real playground was level design, and above all lighting. The code itself didn't hold up to much: I was at the very beginning of programming. But composing the spaces, playing with light indoors and outdoors, that was an immense pleasure.

Unity · Dark Fantasy Studio assets · Focus on level design & lighting

Lost Sanctuary — Under the Hood

The Wall

The biggest obstacle was that I didn't really know what I was doing or where I was going. I took on a project that was far too big for me. I'd planned twenty dungeon floors, complex characters loaded with abilities. I finished two.

I got overwhelmed, piling up incoherent things, unable to gauge the real scale of the project. And what had to happen, happened: a technical wall I couldn't get past at that point.

It was very hard. My first real major failure. The one that made me doubt my very ability to develop games.

Lost Sanctuary — The Wall

What I'm Proud Of

Despite the visuals looking dated today, I'm still proud of the atmosphere. It worked. If I'd known how to scope it properly, I think it could have become a genuinely interesting project.

And above all: it was my first 3D project. The leap from RPG Maker was enormous. Moving to a real engine where you have to program everything yourself, handle level design, blocking, the whole setup... it was completely uncharted territory. This project gave me skills I simply didn't have before.

Lost Sanctuary — What I'm Proud Of

What I Learned

The great lesson of Lost Sanctuary, the one I suffered through at the time, was learning to recognize when a project is no longer viable. Knowing how to take whatever lessons you can from it, then start again on healthier ground. Iterating instead of stubbornly pushing on.

It's a founding lesson. It still guides the way I work today.

Lost Sanctuary — What I Learned

Today

It's an archived prototype. A new artifact, this time of my first experience in 3D. It won't be revived, and it doesn't need to be: it played its part. It taught me 3D, lighting, and above all that skill so hard to acquire, knowing when to turn the page.

Lost Sanctuary — Today

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