Dev Blog #2 Scaling Venice

Welcome back to Dev Blog #2!

These past months have been all about expansion and structure growing the city while making sure our workflows and systems can scale toward our MVP milestone.

🏛 Expanding the City

Venice is rapidly taking shape:

  • Fondaco dei Tedeschi blockout completed

  • Expansion across San Marco and Riva del Ferro

  • Streets adjusted to better match historical layouts

  • Rialto areas updated with improved structure

We’ve also started introducing interiors, including modular storefronts and a player room above the blacksmith, small steps that make the world feel more alive.

⚙️ Smarter Workflows (Nanite)

To support a growing city, we introduced a Nanite hybrid workflow:

  • Unique building “shells” for authenticity

  • Modular pieces for flexibility

  • Packed Level Actors for efficiency

This lets us build faster while keeping performance stable, a key step toward a playable MVP.

🎮 Gameplay Progress

Core systems continue to come together:

  • Crafting system expanded with full interaction flow

  • Functional gates, traversal, and early lockpicking

  • RPG systems integrated (inventory, quest log, dialogue)

  • Map and minimap in development

  • Added Wireframe UI

🪑 World Detail

We’ve used historical information and historical diagrams to expand props and interiors with:

  • Furniture sets (tables, chairs, beds, cabinets)

  • Chests, hearths, and accessories

  • Marketplace and workshop assets

All props were made following historical descriptions and methods in order to make them as authentic as possible. These details are essential for making Venice feel lived-in.

🔭 Looking Ahead

We now have a growing city, stronger systems, and better workflows in place. If you are interested in learning more please join us at our discord.

— The Project Rialto Team




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Dev Blog #1 Welcome to Project Rialto