Flooded Coastal City Game Environment Reference Board
Environment art reference for a flooded northern port city in a game: architecture, waterline rules, weathering by height, overcast light and scale.
Updated
Kit — Old Quay block
- Piece
- Grid / size
- Owner
- Status
- Terrace façade, 3 bay
- 4 m grid, 3 storeys
- Kofi
- Greybox done
- Warehouse wall + hoist door
- 4 m grid
- Kofi
- Blocking
- Quay wall + steps
- 2 m modules
- Ada
- Greybox done
- Pier legs + deck
- 6 m spans
- Jonah
- Not started
- Railings, 3 rust states
- 2 m runs
- Jonah
- Modelling
- Waterline trim sheet
- 2048, 2.4 m band
- Tomás
- In test
- St Anne's nave shell
- Bespoke
- Kofi + Priya
- Concept
A × visual grid — Water + waterline (4 images) — view it on the board above.
Weathering by height
Paint wear in bands by height, not noise.
- 0–1.1 m: always under; silt, weed, near black
- 1.1–2.4 m: tidal band; barnacles, green algae, hard tide mark at the top
- 2.4–3.5 m: salt bloom, white crust, spalled brick
- Above: soot runs under sills, moss on ledges, rust streaks from every iron fixing
Iron is orange only in the splash zone, dark brown above. Hashima for the concrete: rebar out, faces spalled, no paint left.
Overcast November
- Fog at 40 m —
#b8bab2 - Wet slate —
#3e4346 - Soot brick —
#5b4036 - Wet sandstone —
#8a7a61 - Sun break —
#d8c291
Good reference that didn't make the main board. Pull from here for props and decals once the kit locks on 27 Nov.
Before greybox review — 13 Nov
[x] Kit pieces snapped to the 4 m grid
[x] Waterline at 2.4 m on every piece
[x] Boat route blocked end to end
[x] Scale figure and boat in every bay
[ ] Fog ceiling height set in all three zones
[ ] Tide mark decal test on the quay wall
[ ] Rooftop crossings checked for jump distance
One sky, one scale
One sky for the slice: late November, mid-morning, full overcast. Fog ceiling at 40 m so St Anne's tower goes into it. Ambient does the work; no hard shadows. The sun break is one scripted moment at the pier, about 8 seconds, low from the south-west. Always give the eye a boat, a door or a railing to measure by. Eye height in the boat is 1.1 m above the water, so the terraces tower; keep that.
Building language
- Victorian brick terraces, three storeys, sash windows, sandstone sills and lintels
- Bonded warehouses: soot-black brick, cast-iron columns, hoist doors on every floor
- 1960s concrete blocks inland only, never on the quay
- St Anne's is the tallest thing; keep its tower in sight from every street
- Two in three ground floors are bricked up or boarded. People live from the first floor up; washing lines, planters and ladders start there
Floodwater
- Street water —
#4d594a - Silt —
#6a5d45 - Algae band —
#5e6a3a - Surge foam —
#c8cac1 - Deep channel —
#2b3531
Includes a nested board (open it from the canvas above)
Waterline rules
Mean high water is 2.4 m above the old pavement, low water 1.1 m. Street water is still, brown-green, never blue and never clear past 20 cm. Surge only on the sea side of the quay wall. Debris collects in corners and on the windward side of doors, not spread evenly. From Stalker, take the shallow water over tiles and rubbish: the floor reads through it, and that is what makes it feel abandoned.
Old Quay slice — the plan
The city
Calder Reach is a northern port forty years after the sea came up and stayed. Nobody rebuilt. People moved up a floor and carried on. Ground floors are drowned at high water; life starts on the first floor, and boats tie up at the first-floor windows.
The slice
Old Quay block: Harrow Row (hero street), the bonded warehouses, St Anne's and the pier. About 220 m end to end. The player crosses it by boat and over the roofs.
Rules for everyone
One sky: late November, overcast, fog ceiling a
▶ Street current at the turn (plays on the board above)
♪ Water lapping — under the pier — 0:30 · 0 BPM · M4A (plays on the board above)