Dev Log #2: Maps Redesign


I decided to redo the maps in Afterlife: In the Shadows because the original layouts from the Bakin Halloween 2024 Game Jam just didn’t “feel” right after development. So now, I’m redesigning them from scratch—complete with custom 3D models tailored to each map. I’ll still use some existing model packs where they fit.

This requires a lot of planning—especially for detailed interiors like Seb's and Kira's apartments, where layout and space need to feel believable and lived-in. To streamline the process, I’m using Sweet Home 3D, a free interior design tool, to create rough layout guides. This helps me visualize the spaces clearly before recreating them in-game.

It also speeds up development by giving me a visual blueprint to follow, reducing the guesswork when building interiors directly in Bakin. By having a clear layout first, I can more easily plan where custom 3D models will go and which existing assets can be reused or modified.

It’s taking a lot of time, but the payoff will be worth it—having a clear layout makes mapping far more efficient. Once that’s nailed down, I can focus on creating and designing custom models that match the space and purpose of each room, rather than trying to force things to fit later.

Right now, I’m focusing on Seb's apartment, then I’ll move on to Kira’s. After that, I’ll plan out the layouts for spaces like store interiors and a cafe.

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