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I’m Done Babysitting Scenes: What’s Your Anti-Chaos Setup?

A topic by EmaceArt created 3 days ago Views: 44 Replies: 1
Viewing posts 1 to 2

I’m a level/environment artist working in Unity, and I keep hitting the same wall: the more the world grows, the more time disappears into “technical housekeeping” instead of composition, set dressing, and art decisions.


Which engine do you work in (Unity / Unreal / Godot / custom / other), and at what scale (small scenes vs open world)?

So I started building small internal tools to reduce friction and keep projects navigable when scenes/packs get large. I’ll drop screenshots in the thread (easier than a wall of text), but here’s the current tool backlog in one breath:



Prefab Researcher — fast prefab search/browsing so I’m not spelunking folders for half my life.
Prefab Builder — batch prefab creation with consistent rules (folders/naming/colliders/LOD handling).
LOD Generator / LOD Fixer — creates or repairs LODGroup structures and naming consistency.
Hierarchy / Project Organizer — bulk sorting/cleanup to keep large packs/scenes readable.

Now the part I actually care about: your workflow and pain points.
If you’re a level/environment artist, can you share one short reply with:


  • 1 How you structure hierarchy / scene organization (your “default pattern”),
    2 The #1 thing that kills your flow (the frustration that keeps coming back),
    3 Any tools/patterns you rely on (built-in, marketplace, your own scripts, anything).



    I’m collecting real-world approaches from artists (not theory) to see what’s common across pipelines—and what’s worth tooling up next.

  • I’d also love to collect feedback on my Discord — that’s where I mostly discuss this stuff and where we’re building these level artist tools/assets together. https://discord.gg/q57hjZCB

    Very interesting topic!

     I’m working solo in RPG Maker MZ rather than Unity/Unreal, but I hit very similar issues once a project grows.

    1) Engine / scale:

    RPG Maker MZ. Single large hub map representing a rural town, with many buildings fully enterable + lots of interior maps.

    2) Default organization pattern:

    I split logic by map rather than systems. One “main town” map, many small interior maps, and I rely heavily on consistent tile rules and visual language instead of complex hierarchies. For events, I reuse common events aggressively to avoid copy-paste chaos.

    3) Flow killer:

    Maintaining consistency as the world grows, especially when revisiting older maps. Small changes (lighting, mood, tileset tweaks) tend to ripple everywhere, and without strong tooling, cleanup becomes manual and time consuming.

    I don’t have advanced internal tools like prefab systems, so discipline and naming conventions do most of the heavy lifting. Curious to see how your tooling ideas translate outside Unity-heavy pipelines.