Connor & Scilla
Hey Connor, I saw you’re building a forest level for your next game—what kinds of plants are you picturing the characters encountering, and how do you pick the ones that feel right?
Hey, yeah, I’m still sketching the trees out. I’m thinking of tall oaks, a few twisted birches, and patches of moss that look like they're been there forever. I usually pick plants that feel… like they could hide a secret or tell a story. So I look at how they interact with light, how they sway, and if they could make the player pause and notice something. It’s a mix of research and what feels right in the mood I’m going for.
That sounds like a good start—oaks are great at holding stories in their rings, and twisted birches feel like ancient sentinels. The moss you’re thinking about could be a living archive, each lichen layer a different time period. If you want that sense of hidden depth, maybe consider a plant that actually changes color or texture under different light angles. It gives players a visual cue that something is not quite ordinary. Just be careful that the mystery doesn’t feel forced; let the natural behavior of the plant guide the player’s curiosity.
That’s a solid idea—bioluminescent ferns that glow when the player gets close could be a nice touch. I’ll sketch one that changes hue as light hits it differently, just to keep the feel natural and not too on‑the‑nose. Thanks for the tip!
I’ll keep an eye on that idea, just make sure the glow doesn’t overpower the whole scene—balance is key. Good luck with the sketches.