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I made this in just under a week for Missio Dei Pastor (formerly my Youth Pastor, way back when), good friend who I play board games with, and father of many small children, Mark Ball.  I did the whole thing for $64, and basically the gig involved architectural previs for a planned remodeling/renovation of Room 108 in the old Church of the Redeemer building in Eastwood (Houston, Texas).

So essentially I started by trying to recreate the room as it was, then I started changing things as requested, to hone in on what the room was meant to look like once the changes were done.  This project was so successful that it prompted me to launch a string of related eBay products.  There are ones where I make an entire virtual world for the customer for as little as $15 for a small world, and others where I simply take a prebuilt museum level and load the customer's family photos onto the walls of the museum, which is priced as low as $5 or so.

You might ask, if this went so fast, why is 'Panoramic Worlds' taking years?  Why, even, is 'Spiral Skies' delayed by over a month?

The answer is that there's a huge difference between making a level you can walk around in, and making a full-fledged game.  Games have a lot of interactivity that 'walking simulators' and the like don't, and that means programming.  Programming is
my strong suit; I'm way better at art.  Plus, something like Panoramic Worlds is just so much bigger in scope, and I spent the first few months on Panoramic Worlds mostly just getting comfortable with the Unity interface and figuring out how to do a long list of useful things that starting out I had no clue how to approach, much less do efficiently.  By this point though, the interface and features in Unity 5 are familiar, and I can make progress way faster than before.  That's a good thing for everyone - from Mark Ball to my potential future eBay bidders - who wants me to make them a 3d level, just don't ask me to implement any complex interactivity!

Previs for Room 108 at Redeemer

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