Navakora develops commissioned maps, levels and narrative locations for independent game teams.
From spatial structure to handover
Compare the purpose, preparation and scope of each part of the work.
Playable space and level structure
A level gives movement a purpose. Routes, landmarks and encounter spaces need to support the intended mechanics rather than compete with them. Work can begin with a spatial sketch or an existing prototype, using blockouts to test scale, sightlines and traversal before detailed visual treatment obscures a structural problem.
A route should be reviewed from the intended camera and at the intended movement speed. An overhead diagram can clarify structure, but it cannot answer every question about visibility or timing. State the assumptions behind each review view and keep the playable question connected to the drawing.
World locations and atmosphere
A location can communicate history and possibility through its organisation, materials and light. Environmental storytelling should support the player's attention and the game's tone. Discuss the role of the location, the available references and the level of visual development needed so atmosphere is connected to production rather than left as a collection of images.
Atmosphere can be developed with a small set of deliberate relationships: material, light, scale and the organisation of detail. Identify what should hold attention and what should remain supporting context. That hierarchy helps a team assess the location without treating every object as equally important.
Maps and production-ready handover
A commissioned map or location needs a defined boundary. Target engine, naming, scale, asset dependencies and the receiving team's workflow influence what should be delivered. The scope may involve a design document, a blockout or a more developed location; the precise outputs and integration responsibilities are agreed for the project.
A handover discussion should identify which assets are supplied, which dependencies remain external and who will resolve integration questions. Agree the file organisation and the intended review environment. Those details make it possible to distinguish an agreed delivery from a later request for additional production work.
Describe the space your game needs
Describe the game and the purpose of the map or location. Include the target engine, perspective, platform and the stage of production. For an initial conversation, a concise brief is enough; agree a suitable channel and permission before sharing private builds or restricted production assets.