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Cross of the Dutchman is an action adventure game based on the true story of the folk legend 'Pier Gerlofs Donia'. The story takes place in medieval Western Europe, in the province of Frisia, near the turn of the 16th century. Though Pier and his family lived in peace, the world around them was changing for the worse. Saxxon legions were invading nearby villages, making the lives of the native people next to impossible. On one faithful day, Pier got involved with the Saxxon oppressors, escalating the situation for the worse. The events portrayed in this great adventure caused Pier to gather a band of farmers and form a front against the oppressors. The acts that followed made Pier into the legend he is known for, the Cross of the Dutchman.

Report RSS Designing the Villages

The game world of CotD has a wide variety of different areas; from villages to harbors to swamps and even forrests. We wanted to make sure that we had one consistent 'language' that describes all these areas, but aspects that would make them unique and interesting to visit at the same time.

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Earlier this week, we posted information about our source for visual inspiration, de Tresoor. In this article, we're expanding that vision, and will show you how we are designing the villages and towns that are featured in CotD. The game world of CotD has a wide variety of different areas; from villages to harbors to swamps and even forrests. We wanted to make sure that we had one consistent 'language' that describes all these areas, but aspects that would make them unique and interesting to visit at the same time.

village asset sheets


The way we approached this task is by listing all the ideas we had for buildings, props and vegetation that would occur in the villages. In this article, we're talking about the villages located on the plains and coasts, but without an harbor. So these would be the most primitive environments of the game, showing farmers on their lands and small towns with buildings made from wood and loam.


village props


Items you see are everyday objects that would be used to work on the land, or carry produce or good around the town or to the next city. We wanted each town to have a small market that we could use as a square, and have specific 'feature' buildings like churches from the corresponding town of which we knew were there at the time. In our next item, we will cover buildings from all the different areas in the game, so that you are able to compare, and give feedback (it's much welcomed!).

read the original post on www.crossofthedutchman.com

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