obey or burn

obey or burn

KEY ELEMENTS

Design Goal

Obey or Burn was created as a stylized colony-building and resource management game centered around balance and progression.


Players must satisfy both an ancient dragon and a growing goose settlement, navigating the tension between prosperity, survival, and sacrifice.


Inspired by Worshippers of Cthulhu and other resource management games, the project combines strategic decision-making with a whimsical storybook-inspired world inhabited by anthropomorphic animals.

Focus Areas

  • player progression through regional expansion

  • resource management and settlement growth

  • balancing competing faction needs

  • readable isometric gameplay

  • storybook-inspired character design

  • stylized environment art

Design Exlporation

Visual Direction & Art Bible

Established the game's visual identity through stylized proportions, readable silhouettes, and storybook-inspired character and environment design.

Gameplay Systems Planning

Designed progression systems, production chains, and building categories to support long-term settlement growth and strategic decision-making.

World Building

Resources, vegetation, and landmarks were carefully placed to create believable environments while guiding exploration and progression.

Challenges & Solutions

Challenges & Solutions

Terrain Creation & Auto Texturing

Terrain Creation & Auto Texturing

Terrain Creation & Auto Texturing

Challenge:

  • Creating a large playable island proved difficult due to terrain pipeline limitations and compatibility issues between different tools.


Solution:

  • Rebuilt the island directly in Blender and developed an angle-based material setup that automatically applied grass and rock textures based on surface slope, significantly reducing manual work.

Challenge:

  • Creating a large playable island proved difficult due to terrain pipeline limitations and compatibility issues between different tools.


Solution:

  • Rebuilt the island directly in Blender and developed an angle-based material setup that automatically applied grass and rock textures based on surface slope, significantly reducing manual work.

UI & Production Constraints

UI & Production Constraints

UI & Production Constraints

Challenge:

  • Initial UI concepts had to be repeatedly adapted to match technical limitations and implementation requirements.


Solution:

  • Iterated on the interface design and provided revised layouts that balanced usability, readability, and technical feasibility.

Resource Detection Pipeline

Challenge:

  • Gameplay systems required manually detectable resources while environmental assets were generated through foliage tools.


Solution:

  • Established a placement workflow separating decorative foliage from gameplay-critical resource nodes to maintain both readability and functionality.

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