
Dev Log 6: Building Terrain in Layers, and Why the Order Matters
A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.
Browse all posts tagged with 'Behind the Scenes' in our Luminids development blog.

A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.

The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.

Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.

Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.