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HAVENSHEER - Immortals of Aveum

Havensheer is a small fishing town nestled between Greyvail and Nocea, serving as both a narrative waypoint and the player’s introduction to Leyline surfing. While initially positioned as a transitional stop on the journey to Nocea, Havensheer rewards players who choose to explore, offering rich environmental storytelling, engaging combat encounters, puzzle challenges, and valuable loot. Many of Havensheer’s defining features were adapted from the cut Harrows Zone, originally designed as a dense, overgrown swamp. Elements of that aesthetic—such as moss-covered structures, damp terrain, and encroaching vegetation—were repurposed to give Havensheer a unique identity that blends coastal charm with reclaimed wilderness, setting it apart from other regions in the world.
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GAME DESCRIPTION: Immortals of Aveum is a single-player, first-person magic shooter set in the original fantasy universe of Aveum. The story follows Jak, a battlemage who joins an elite order of magic-wielders known as the Immortals to prevent the world from falling into ruin. At the heart of Aveum lies the kingdom of Lucium, a central hub that players revisit throughout the main story and side quests. However, Lucium—and the world around it—is being consumed by The Wound, a massive chasm that swallows entire cities. Both a literal and symbolic force, The Wound represents the world’s unraveling, driven by the devastating effects of the Everwar and the growing instability of magic. As both a narrative and environmental threat, it underscores the urgency of Jak's mission and the high stakes of Aveum’s collapse.
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MY ROLE: As a Senior Environment Artist (Level Art) on Immortals of Aveum, I was responsible for managing the full production of the Lucium Hub, from initial design through to final shipping, under the guidance of Creative Director Bret Robbins and Associate Art Director Julia Litchblau. I collaborated closely with level designers to shape the hub’s layout—balancing composition, gameplay flow, and narrative beats—while leading a team of environment artists tasked with asset creation and set dressing across the region. My specific responsibilities included: Establishing and implementing the terrain and procedural generation systems, creating an artistic style guide for terrain and set dressing to ensure consistency and visual cohesion, composing and set dressing every major point of interest within the hub, and managing the hub’s production timeline, ensuring all work met performance, visual quality, and delivery targets. This role required cross-disciplinary coordination, strong visual storytelling, and a focus on optimizing both the player experience and development efficiency.

Final screenshot showcasing the city of Nocea — a once-thriving settlement near Havensheer, ultimately destroyed by Sandrakk following a pivotal narrative event.

Final screenshot showcasing the city of Nocea — a once-thriving settlement near Havensheer, ultimately destroyed by Sandrakk following a pivotal narrative event.

FInal Screenshot of Havensheer.

FInal Screenshot of Havensheer.

Final Sreenshot of Havensheer.

Final Sreenshot of Havensheer.

The original blockout of the road reflected the early vision for Havensheer—a modest fishing village with scattered buildings situated near the water/

The original blockout of the road reflected the early vision for Havensheer—a modest fishing village with scattered buildings situated near the water/

In the final build, this early concept evolved into a fully realized town center, featuring nearly a dozen distinct buildings and structures that players can explore.

In the final build, this early concept evolved into a fully realized town center, featuring nearly a dozen distinct buildings and structures that players can explore.

Havensheer is uniquely defined by two polar-opposite rivers that flow through the region, forming the primary waterways used by Lucians for fishing and trade between Havensheer and Greyvail.

Havensheer is uniquely defined by two polar-opposite rivers that flow through the region, forming the primary waterways used by Lucians for fishing and trade between Havensheer and Greyvail.

An early screenshot of what Havensheer looked like from Greyvail Plaza during the blockout stage.

An early screenshot of what Havensheer looked like from Greyvail Plaza during the blockout stage.

The final shipped version of Havensheer (with Nocea removed).

The final shipped version of Havensheer (with Nocea removed).

An early screenshot showcasing what Havensheer's Fishing Village looked like during the blockout stage. Separated from the main road, players must make a conscious decision to explore the town.

An early screenshot showcasing what Havensheer's Fishing Village looked like during the blockout stage. Separated from the main road, players must make a conscious decision to explore the town.

Final shipped version of Havensheer's Fishing Village (with Nocea removed). In the shipped build, we added nearly a dozen buildings and structures to make Havensheer seem like a Fishing Village.

Final shipped version of Havensheer's Fishing Village (with Nocea removed). In the shipped build, we added nearly a dozen buildings and structures to make Havensheer seem like a Fishing Village.

Final screenshot from inside of Havensheer's Fishing Town.

Final screenshot from inside of Havensheer's Fishing Town.

Final screenshot from inside of Havensheer's Fishing Town.

Final screenshot from inside of Havensheer's Fishing Town.

Located in the optimum spot near rapids heading toward Lucium Lake, this is a final screenshot of where many Lucians would have spent their time fishing and gathering resources.

Located in the optimum spot near rapids heading toward Lucium Lake, this is a final screenshot of where many Lucians would have spent their time fishing and gathering resources.

Located near Greyvail Plaza and Havensheer, this outhouse serves as a popular location where Lucians would forge and upgrade their weapons and equipment.

Located near Greyvail Plaza and Havensheer, this outhouse serves as a popular location where Lucians would forge and upgrade their weapons and equipment.

While one of Havensheer’s rivers flows toward Lucium Lake, the other carves a dramatic path off the edge of Nocea, emphasizing the contrasting geography of the region.

While one of Havensheer’s rivers flows toward Lucium Lake, the other carves a dramatic path off the edge of Nocea, emphasizing the contrasting geography of the region.

Perched above the fishing village, this small sniper’s-nest-style resting spot is typical of Lucium. These areas offer narrative storytelling moments and reward players with special items or hidden loot.

Perched above the fishing village, this small sniper’s-nest-style resting spot is typical of Lucium. These areas offer narrative storytelling moments and reward players with special items or hidden loot.

A cut area from Lucium, known as The Harrows, shared many visual and thematic similarities with Havensheer. It was originally constructed as a dense, swampy zone with a fallen Leyline Tower landmark.

A cut area from Lucium, known as The Harrows, shared many visual and thematic similarities with Havensheer. It was originally constructed as a dense, swampy zone with a fallen Leyline Tower landmark.

The swamp and tower in The Harrows were designed to include puzzles, combat encounters, and hidden items for players to discover on their way to the Library, which could be accessed through a concealed entrance behind the tower.

The swamp and tower in The Harrows were designed to include puzzles, combat encounters, and hidden items for players to discover on their way to the Library, which could be accessed through a concealed entrance behind the tower.