Gonji destroys tiles

Benoit decides: repair or ignore?

Repair: spend plaster (cost varies by tile size)

Ignore: move on

Landscape changes

Gameflow

Gonji

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Gonji 〰️

Benoit

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Benoit 〰️

Win check: reached map end AND repaired area ≥ 35%.

(Plaster limit: 10 total)

Blueprint Implementation

Level Design

Risk/Reward Loop: Safe Critical Path (low ammo cost) vs. high-yield Secondary Paths (~30% ammo). Players trade off survival vs. level quota.

I’m using Maya to establish architechtual scale and player metrics for Divine Agent’s 3D environments. Below is my greyboxing process.

Future Plan

Maya Spatial Blockout

Visual Development: The Expanded Divine Agent IP

My design language utilizes Industrial Brutalism to represent a world of rapid technological growth and the rigid, human disregard for faith in favor of absolute rationality. In contrast, the Zen-minimalist elements embody the spiritual essence, meditative yet inherently uncontrollable.

Pre-Production Style Targets & Architectural Studies

While the 2D Gonji world represents a stylized realm of imagination, the following Photoshop works establish the visual for Slabmonk, a metropolis defined by the tense coexistence of humans and spirits in Divine Agent.