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Mansion POI - We the People

Mansion POI - We the People

This is the blockout for the Mansion POI I created for We the People, a post-apocalyptic, realistic extraction shooter in development at Small Indie Company.

For this location, I approached the workflow differently from my other POIs. Instead of starting with a kit, I began by sculpting the terrain first. I wanted the mansion to sit on a high, commanding elevation, giving the building a strong visual presence and creating natural vantage points for gameplay. Establishing the height, slopes, and approach routes early helped define the scale of the structure and how players would navigate the surrounding area.

Once the terrain was in place, I moved into the blockout of the mansion itself, focusing on key silhouette reads, sightlines, and multiple points of entry. From there, I iterated on the space to support varied combat, strategic positioning, and clear player flow.

The biggest challenge was balancing visual dominance with fair gameplay. Placing the mansion on a high elevation creates great visual framing and player motivation, but it also introduces potential issues with advantage imbalance, traversal difficulty, and sightline control. Getting the terrain shape, approach paths, and cover placement right required multiple passes.

The most enjoyable part of this POI was shaping the terrain and watching the mansion naturally rise out of the landscape. Starting with elevation first made the whole space feel more organic and gave me strong direction when building the structure afterward.