Triskell Interactive » Design


06 Sep 2018
by Noodle

It’s back-to-school season!

Hello everyone!

It’s already September and the back-to-school blues… If for schoolchildren, it rhymes with distaste (I’m the happy father of a little boy who’s just started school, I know what I’m talking about…), for us it’s just the opposite!
We come back pumped as hell to show you more and more behind the scenes of the creation of Lethis – Path of Progress II.

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27 Jul 2018
by Noodle


Good morning, everyone!

We meet again for a new blog post.
As Sinsem pointed out earlier, we are in a somewhat calmer period in terms of production (even though I am working on a big building right now, but it’s a secret).
So I wanted to tell you about one of my crazy graphic designer ideas: What if we made an encyclopedia for Lethis – Path of Progress II?
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25 Jun 2018
by Sinsem

Random walkers?

Time and time again we hear from players about the stupid AI who just keep making the same wrong turns instead of going where the houses are. And usually the city collapses on itself. That’s not a new problem, it’s the same since Caesar III, 20 years ago! Read more

14 Jun 2018
by Noodle

The Well

Hello everybody!

Here we are again for a new Devblog article focused on game graphics.
And today we’re going to talk about nothing less than building improvements.

Because yes, in Lethis – Path of Progress II service buildings can be upgraded to keep up with your residential neighborhoods.
We will come back to the functionalities of building improvement later to focus on the artistic approach for now.

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04 Jun 2018
by Sinsem

Buildings size in a city builder

Ok, I know the title isn’t appealing at all but this is an important part of our design process and I’d very much like to share it with you.

It may come at a surprise for some people but the actual size of each building serves a larger purpose than just “Oh it’s big it must be important”. After all it is buildings built near one another that form the shape of your city. It’s a major part of how your city feels. Read more

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