BRUTALISTIKA - Dev Log – R&D Experiment: 3D TileMap


For this R&D cycle on Brutalistika, I explored a real-time spatial modification system. The goal was to test whether a player in first-person view could meaningfully adapt certain areas of the environment by manipulating a 3D TileMap directly in-game.

The experiment focuses on a few core questions. First, usability: can block placement in FPV remain readable, precise, and non-intrusive within a contemplative experience? Second, visual consistency: any added structure must integrate seamlessly into the brutalist language of the world. Third, player perception: how do small, controlled spatial edits affect immersion, agency, and the rhythm of exploration?

The current prototype allows selecting, placing, removing, and rearranging tiles while preserving the weight, shadows, and volumetric constraints that define the project’s aesthetic. On the technical side, I am evaluating several optimisation strategies to ensure that real-time manipulation does not generate unnecessary overhead.

This is not intended to become a full editor. It is a design probe: a way to let players slightly reshape certain spaces to deepen their connection to the environment and strengthen the sense of ownership during exploration.

I am interested in feedback.
- Does this kind of interaction have potential within an experimental walking simulator?
- Would it be fun to experiment with this kind of approach to enrich the experience, or would we risk diverting attention from the atmosphere?

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