CAGD 373 - Blog Post 5
- Els Fouche
- Dec 10, 2025
- 2 min read
Group 1 - Goblin Camp
This project is a re-creation of Baldur's Gate 3's Goblin Camp, specifically the entrance to the former Selunite temple. Our micro game loop involves breaking or unlocking containers in order to collect enough dice to access the inner sanctum of the camp. Notably and unlike Baldur's Gate 3 the player begins with a 10-sided die, otherwise known as a d10, and may collect more to unlock containers with higher 'difficulty class' (DC) values as well as the final door. Available dice to collect include a d4, d6, d8, d10, d12, and d20.
Credits:
Julian Kroeger-Miller: Lead & Flex
Destiny Rose Smith: 3D Artist
Devin G. Monaghan: Texture Artist
Els S. Fouché: Programming & Design
Switch
At the beginning of this sprint our lead Julian and I discussed switching up our tasks for the remainder of the project. This freed him up to finish the programming work whereas I would work on scene construction and landscape refinement.
Landscape Material
To begin with I was asked to implement a landscape material that would manage distance-based texture tiling.

The above blueprint snippet demonstrates one of the modules in the landscape material. It uses texture bombing to help reduce tiling in both near and far textures.

It also makes use of distance blending to smoothly transition between two different texture sets based on their distance to the camera. This allows for differential near and far texture bombing and texture scaling, further helping to improve the fidelity of the landscape material.

These modules are duplicated three times to allow for three unique paint layers on the landscape. In the future I would like to make it easier to expand the number of paint layers / modules but currently the method to achieve this eludes me.
Landscape Painting
The results of the landscape material can be seen here.



All credit for the general shape of the landscape goes to Julian who had gotten some great work done before I took over.
VFX, & Post Processing
During this sprint I spent some time dialing in the post-processing settings. Additionally, I created a sparkle particle effect with textures provided by Destiny.
For the post-processing I wanted to get closer to the reference's overall dingy atmosphere and color grading.


The shadows in the reference are deeper and there's a significant haze in the air due to the diegetic smoke from the various fires. I'll be attempting to get closer to the reference continuing forward by utilizing fog volumes and continuing to tweak the post-process volume, if there is time to do so.
Prop Additions
During this sprint I began adding props and foliage to the scene.



I'll be continuing with prop placement and finalization steps until the end of the project. Now that other projects are wrapping up I feel confident we'll have a well-polished final piece to display.
Credits
Foliage
Ferns: Project Nature
Rocks, etc.
Japanese Mossy Boulder: Quixel Megascans
Rocks and Combined: raffyraffy under Creative Commons Attribution (CC BY 4.0)
Environment textures
Forest Path: Quixel Megascans
Grass and Rubble: Quixel Megascans
Mine Rock Wall: Quixel Megascans

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