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Worlds From Debris Wanderer

Behind the World Creation Of The World Design OF Debris Wanderer

From March 2024 to June 2025 Unreal Engine 5

This post will briefly go through a summary of the process behind the world design of a project I worked on for a span of several months called Debris Wanderer. Before we dive into that part however, here’s a brief bit about the project. Debris Wanderer is a 3D platformer project where you you play as a creature assembled from discarded mechanical and organic parts. Journey through landscapes filled with debris. Navigate through platforming challenges, engage in fast paced combat with a variety of mechanical enemies, as you embark on a quest of self-discovery.

My work on the project consisted of prototyping and developing all of the base gameplay systems as well as the world design of the project at a prototype level of completion. Meaning the world never went through a full visual or art pass, but rather, my work done on it focused on simple, low poly designs accompanied by more heavily “blocked out” segments using much simpler geometry such as primitive grid geometry. The primary focus of this project was to provide a very base level prototype slice of the overall game’s design prior to any full-scale development taking place, by request of the client and their respected vision. I learned lots and had tons of fun working on it over the course of several months doing so!

The process of designing the world of Debris Wanderer was a fun and challenging one. For the primary design principle we began with a singular reference image of how we had wanted to lay out the different major parts of the world that would later act as a form of chapters or sections, if you will.

Each with their own linear as well as explorative paths left open for the player to explore as they wish, but with still with a sense of direction towards the next main objective at all times. Over the course of several months starting in the middle of the year of 2024, we would begin the build and block out the world of Debris Wanderer for the first time, based on this primary concept overview accompanied by many individual descriptions of the areas. Along the course of the project, we utilized both low poly assets and block out meshes to visualize the world to bring its design to life.

Below, you will find a PDF document that goes over the entirety of the world’s design in the form of chapters by each section. I hope you enjoy going through it as much as I enjoyed being a part of this project, and learning lots along the way in each step we took to create it. You may view it below.

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That’s all for now, but we aim to create many more posts like this one to give more insight on the design process of the magnificent world of Debris Wanderer. Be sure to also check out the game itself here via Itch.io: https://retired-ninja-media.itch.io/debris-wanderer

Thank you for checking out the post!

– Connor from Aerix Art Games

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