RIFFSOURCE · · Workshop report

The distillery grows, object by object

Individual objects are the focus of The Distiller’s Path at the moment. Vats, barrels, machinery and pipes are taking shape. I’m bringing them into the game bit by bit and working on the details that help all those separate pieces feel like one distillery.

Work sheet from 25 October 2026 showing vats, fermentation vessels, a still, a barrel rack and other equipment in isometric pixel art.
Work sheet from 25 October 2026 showing vats, fermentation vessels, a still, a barrel rack and other equipment in isometric pixel art.

The last workshop report looked at the distillery as a whole: its rooms, furnishings and the way its different areas fit together. Right now, I’m looking more closely at the things that fill those rooms. I’m making the objects, bringing them into the game one by one and continuing to refine them there.

This stage involves lots of small steps. A vessel gets a clearer rim, a support gains more depth, a barrel gets a better shape. Sometimes it takes placing an object next to another one to see that its scale still needs work or that a detail draws too much attention. Those adjustments are a large part of what I’m doing at the moment.

The sheets in this post are from 25 October. They show individual objects and their variants as working overviews. Some pieces are already in the game; others are still being worked on. These images record the visual work in progress rather than a finished gameplay sequence.

From a vat to a larger installation

I want the production equipment to show how the distillery develops. A simple wooden vat has a different silhouette from a larger installation with a hopper, a drive and extra fittings. Seeing the proposed stages side by side helps me judge those differences.

At the same time, I want to keep the craft atmosphere. Wood, copper and dark metal run through the designs. Larger installations can look more elaborate while still belonging to the same distillery. I’m working on the individual details and on how much of that detail will remain readable in the game view.

Five design stages of wooden mash vats with different stirring mechanisms, hoppers and supports, each shown from four directions.
Mash vats in five design stages, each with four views. Their fittings change the shape and character of the objects. Work in progress from 25 October 2026.

An object needs a back, too

In an isometric view, a good front view is only part of the work. When I turn an object, its vessel, frame, connections and attachments need to fit together. Asymmetric equipment makes it particularly easy to spot a rear view that still needs attention.

The sheets showing all four directions help with that. As I bring the objects into the game, I check and refine their scale, orientation and contact with the floor. They need to sit convincingly in a room and remain readable beside their neighbours. The surrounding scene is where those decisions can really be judged.

A comparison of fermentation vessels: wooden barrels, a copper-coloured vessel and larger arrangements on frames, each shown in four views.
Different fermentation vessels and larger arrangements side by side. The views reveal differences in their backs, supports and fittings.

More character for the barrel store

The barrels and their racks are getting more attention as well. There is a lot of design work between a small stand holding two barrels and a tall rack: proportions, wooden frames, metal bands and the arrangement of the barrels all change the impression.

I like the way the artwork can express that growth. Storage can become denser and more elaborate while keeping the familiar materials. I’m still adjusting the objects to one another and refining their details. The sheet shows the direction of that work.

Five stages of barrel storage designs, from two barrels on a low stand to tall wooden racks with metal fittings, each shown from four directions.
Barrels and storage frames, from a small beginning to taller racks. All four views are being developed together here, too.

The connections matter as well

Alongside the larger objects, I’m making the smaller components: straight pipes, elbows, branches, valves and adapters. They draw less attention than a still, but they also help the equipment feel as though it belongs together.

For these pieces, the directions and connections need to work alongside the material appearance. The colour variants on the second sheet show how different the same forms can feel in warm copper tones or cooler metal tones. That is another part of bringing the objects into a consistent visual language.

Copper-coloured pipe components including straights, elbows, tees, crosses, risers, valves, adapters and endcaps, shown in four views.
A closer look at the small connections: pipe shapes and their four directions on one work sheet.
Eight pipe components in four material colour variants: copper, gold-coloured metal, dark grey-green and light grey-green.
The same pipe shapes in four material colour variants, allowing a direct comparison of their tones.

What I’m continuing next

The next step is to keep bringing the objects into the game and refining them. I want the existing pieces to work together: adjusting their scale, revisiting their views, matching materials and sharpening details where they help the image.

I’m enjoying this part of the work. The distillery is becoming more concrete, piece by piece. Each object I bring in and revise makes it easier to picture how this place should eventually feel. That is what I’m continuing to work on.

More from this project

The Distiller’s Path

· From the workshop

From a floor plan to a distillery

A longer workshop report on The Distiller’s Path: rooms with character, new furnishings, a better building tool and the next steps towards a cohesive game.

Read update