
It turns out that these two questions are related.

How do I make tiles that create an organic feel for a world and don't feel like they're on the grid? And is there a way to do that without having to go through the tedious process of making the tiles themselves tileable with all these sliced up variations? From an art standpoint, once you remove duplicates and mirrors, you're looking at ~17 different tiles.Īfter pursuing this method I found myself needing to make a change to one of these tilesets and nearly tore out my hair as the work across 17 tiles compounded. That's 57 separate tiles for your designer to choose from as they're laying in a level. For an example of how many tiles are required to make things look lively and bendy, checkout this example from : I quickly jumped from a simple 9-slice to larger and larger sets that conveyed all the twists, turns, nooks, and crannies I wanted. It was as if the grid was burned into the environment in a way that I just couldn't shake.Īs I dove more into the creation of these tiled environments, I found that the best way to create more lively, organic feeling tilesets required not a change in technique, but an increase in the number of tiles produced. In working with traditional tiling methods like 9-slices and tile maps, I found that the process frequently produced results that felt far too rigid.


I'm always looking for ways to work faster and with more flexibility.
