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