Heart of Thorns-themed GW2 Homestead | February 26, 2025

Screenshot of a Heart of Thorns-themed homestead main entrance. Many plants abound, and a half-circle of water arcs in front of the main door. The sylvari in the screen is my ranger/druid, Lorcan.
Current version of the main entrance of my GW2 homestead.

Let’s test adding non-art posts to this sketchblog! I’m not sure if I’ll continue doing it, but that’s why this post is a test. :) The idea seemed fun, so I thought, why not.

My ulterior motive is I’m pleased with how the homestead is progressing, and figure it might be nice to have a post here for easy reference or inspiration, if I decide to do any drawings or sketches based off it. :)

Anyway, I’ve been having a lot of fun playing around with the decoration/player housing feature in Guild Wars 2, which is called “Homesteads” or “Homesteading” within this game’s setting. Truthfully, I hadn’t deliberately set out to tinker with this game’s player housing system at this time, because it seemed complicated and time-consuming. I wanted to have more time set aside to explore it. Even though the feature has also been out for a while, I hadn’t yet had a chance to really dig into it until recently.

Main Entrance (Homestead)

Another view of the main entrance, showing more of the stones submerged in the water, and a stone path lined atop a grassy ground. Once I did, though, I was impressed by the both the quantity and detail of craftable items. As well as the customization possible, with very little limits for how and where to place these items. I found myself increasingly drawn into building with the player housing system, despite intending to look into it at a later date! I felt quite immersed, which I would guess is partially attributed to the news that a past Sims 4 developer was brought on to work on this homesteading system. As a fan of the Sims (especially Sims 2), this alone made me quite excited for when I would finally have the chance to check out this system – I was not disappointed!

View at night from above | From this higher vantage point, building with homesteads almost tricks my mind into thinking I’m playing “Tiny Glade!”

I was also surprised that GW2’s homestead/decoration system reminded me of another game I recently fell in love with, called Tiny Glade. Tiny Glade is a castle-building game which has pleasingly cozy and intuitive player controls. If there’s one thing I learned from Tiny Glade, it was that some of the most interesting visual looks are achieved through “layering” – meaning placing separate objects on top of each other to create the illusion of a new object, formed by the combination of 2 or more objects.

Another view showing a close-up of the water stones in front of the main door.
I love my tiny pond. I think my sylvari does, too! Also, note Tequatl in the water! :D

Take the main entrance here – in the above screenshot, we can see a fountain in front of the door, with stones shimmering underneath the water, and grass seeming to grow from both within and without the fountain.

The fountain is circular, with the unseen half clipped underneath the ground inside the building (the water is luckily not visible inside!). The grass is created by placing several upside-down “Mossy Pillars” (a clever tip I learned from this redditor’s beautiful Hobbit-inspired homestead). The stones are part of the homestead map, and not editable (to my knowledge) – but the combination of the Mossy Pillar layered underneath the stones, with the fountain’s water layered over both- creates a more complex form that is the sort of thing I really enjoy messing around with in Tiny Glade.

Another view at night, this time at eye-level, or slightly below.

One of my favorite things about adding the water fixtures are also the environmental ambient water sound it adds! You can hear it as soon as portaling in to homestead now. GW2’s sound quality has always been exceptional – arguably one of my favorite features of the game – and I’ve always loved the ambient/environmental sounds when you’re near water (and especially underwater) on the maps. Being able to customize your homestead to hear cascading fountains and ponds as you stroll through is a treat!

Waypoint Entrance

Many Heart of Thorns plants greet the player upon portaling in to the homestead instance.
Waypoint entrance, facing the homestead’s main entrance.

Here’s the view from near the waypoint portal entry point (you can see the platform in the lower-left corner), after building up the area with even more plants!

Above are a few more views between the waypoint portal and the homestead entrance at night, after beginning to add more plants lining the pathway between the two.

Heart of Thorns-themed homestead, near the waypoint entrance of the map. Many jungle plants line the pathway near Deft Lahar, leading to the homestead crafting building, which is obscured by large ferns.
Waypoint entrance, facing toward the homestead crafting building. Deft Lahar can be seen among the jungle paths lining the pathway.
Wider version of the previous screenshot, where you can see the waypoint entrance itself.
Waypoint entrance, facing the mount pen. Wider shot that shows the waypoint point itself.

Another view of the waypoint entrance. This shows where I began adding more to the path near Deft Lahar, the homestead NPC who greets you upon portaling in. I was looking forward to adding more to this area, as it looked so barren each time I visited the map. It was very satisfying to finally build it up with plants!
Above shows a wider shot of the same area, where you can see the waypoint itself.

Initial Homestead Building

An earlier version of the homestead entrance, without the tree branches sprouting from the roof. We see a clear view of the Mordremoth bronze trophy stature erected to the side of the main entrance door.
Earlier progress screenshot for the main entrance of the homestead.

The above screenshot and the rest below are earlier progress versions I took as I gradually built up the homestead over the course of play (maybe across 1-2 weeks of play):

View of the main entrance at night, emphasizing the round lanterns illuminating the bronze Mordremoth trophy.
I love the glow of the lanterns at night!

I plan to add more lanterns of various sizes over time to the boughs, building them up gradually. :)

Shows a view of my sylvari reaper, Landis, standing atop the Mordremoth trophy. Being able to climb on top of a miniature Mordremoth in my homestead delights and tickles me, haha.

Now that I posted the main screenshots I wanted to archive for myself here, I thought I’d jot down a few brief impressions I had about the player housing system generally:

The Decoration System / Crafting with Homesteads

Probably my favorite thing about the decoration system is the new material sink it adds. As a longtime, but casual, player of the game, I had decent reserves of random materials gathered over the course of playing the game over several years. I always enjoy gathering or harvesting mechanics in open-world games – simulation games like Harvest Moon/Story of Seasons and Stardew Valley are some of my favorites. Because of this, I had many random plants in my material storage I would harvest and never do anything with.

Until now! It is oddly satisfying to convert these random plant materials into gigantic plants to decorate my homestead with. You can buy homestead plant materials through a “black market for fiber” (an amusing name), but I’ve always been the type of player who enjoys crafting my own things if it’s possible or practical (meaning, not overly time-consuming). It does add time to the game, but for me as a casual player, that’s part of how I enjoy playing the game. I love games that have gradated progression, as it feels satisfying building things up over time – it’s a cornerstone gameplay element of the aforementioned Stardew Valley, etc. games mentioned. And even of games like The Sims.

I like how this system introduces what seems like an extensive material sink that should last a long time – finally there is a purpose for the useless silver and gold I’ve collected! And those once-worthless sawgill mushrooms!

Time-Gating

Along those lines, I also wasn’t entirely surprised to see that a time-gating aspect was added to homesteads. There is a weekly limit for how many homestead building materials you can craft (fiber, wood, and metal specifically), though this can be raised through unlocks with map currency from the corresponding expansion maps (Janthir Wilds).

Upon first unlocking homesteads, the cost for material conversion from basic materials to homestead materials is steep, though this can likewise be decreased through unlocks using similar expansion-specific currency.

In a non-intuitive way, this made the decoration system less intimidating to me. There are a huge amount of crafting recipes, and the list alone can be overwhelming (I would love if there was a way to mark our favorite recipes) – but the time-gating forces you to keep your goals more short-term and smaller.

I think this was a wise decision from a game design perspective. One of the reasons I took so long to finally check out this new player housing system was primarily because I chose to unlock the new mount-related abilities first at launch – but the other reason was because the player housing crafting system looked complex and time-consuming. While still complex, the time-gating oddly makes it feel more manageable, because it limits how much you are able to do in a week – even a day, as I mostly hit the weekly crafting limit in one play session.

However, that limit prevents me for sinking all my stored materials into homestead materials, which does extend the longevity of this system. And I think it works for  game like GW2, especially as a casual player, as it extends the “cozy,” low-pressure aspect to the game. Conversely, I could see how the time-gating might be frustrating for someone who only played GW2, and who was looking forward to only playing with player housing and nothing else – but Guild Wars 2 has never been that type of game. GW2’s game philosophy always encouraged players to dip their toes in a variety of play styles. Among that backdrop, their version of player housing slots in perfectly, and makes for an immersively satisfying experience.


Edit: February 28th, 2025

  • Added two more screenshots showing the homestead at night. :)
  • Added a few impressions/thoughts at the end of the post.
  • Added a few more screenshots showing an updated version of the homestead (waypoint entrance).

Edit: March 6, 2025

  • Added additional, updated “waypoint entrance” screens.

Edit: March 7, 2025

  • Added “Main Entrance” and “Waypoint Entrance” headers.

Malyck Pencil Sketches | February 5, 2025

Finished pencil drawing of Malyck.
Finished pencil drawing of Malyck.

Edit: February 6, 2025

I decided to refine the Malyck drawing a bit more, seen above! I since wrote on the following page, and there was quite a bit of see-through. I tried to remove it as best I could digitally, but it makes me consider acquiring a pencil board in the future. There is a Hobonichi pencil board I was eyeing the other day, and looking for an excuse to justify its purchase… haha.

Anyway, since I ended up adding more to it today, I changed the date on the drawing to today’s.

Original post below:


Malyck pencil sketch
Malyck pencil sketch, pictured with my beloved Staedtler 0.3 mm drafting pencil

Did a warm-up sketch of Malyck earlier today, initially with the intention of inking it. I’m very out of practice with clean pencil drawing – I mainly use one for jotting a quick note or a rough sketch idea, nowadays – but I was enjoying using it a lot today. And ended up adding more to it in pencil instead, which may or may not have been to its detriment. I’ll try an ink test another time. :)

Earlier version of the sketch.
Earlier version of the sketch

I was going to leave the sketch like this, before deciding to draw on it a little more and ending up with the sketch at the top of this post.

I love working with mechanical pencils, and it used to be the medium I used the most often. I still use one (the Staedtler 0.3 mm drafting pencil is a thing of beauty, and incredibly durable), but it’s more infrequent than I’d like. I mainly use it for jotting down quick ideas, and not finished drawings. Maybe I’ll try doing some cleaner sketches this year.

With support from ArenaNet.

Lilly | Guild Wars 2 Commission

Recently finished this GW2 commission for Rafael! His character, Lilly, who is a bloodstone-themed elementalist!

Initial sketch ideas! I had several ideas come to mind based on Rafael’s description for Lilly, as he had a specific mood and personality in mind for her portrait. I always love working from a written description. It’s very satisfying to imagine what a character’s personality is like, and then try and reflect that outward in their visual portrayal.

Happy 2025!

Kurt, one of the characters from my unnamed project.

Happy New Year! Wow, it’s been a bit since I last updated here. I’ve been meaning to start updating my sketchblog again for a while, and the new year seems like a prime time to start. My plan is to start using this blog as an additional archive for posts I make on social media. Which is sort of funny, as when this blog was first created, it was intended as the main archive, and social media was the secondary avenue – how it switched during the heyday of social media during the 2010’s!

Now, with how turbulent social media has become post-2020 (which I largely think began during the NFT-fiasco, and the nail in the coffin was generative AI images – though BlueSky is now sort of a tentative phoenix rising from the ashes), it’s lead me to pursue keeping this blog updated more seriously than I have in the past.

To start, I’ll post a few of my favorite personal artworks from within the past few months, in no particular order. Mostly of my original characters, and two fan pieces.

The first one above is a painting of Kurt with his original blue hair design, instead of the pale brown/blond he’s had for most of his design. I was practicing some painting techniques with this one, something more smooth than what I usually do. It was a fun experiment, and I’m happy with what I learned from it.

“Corveil,” from the same project as Kurt.

Above is a sketch of Corveil, in a looser style I’m more drawn toward. I really like the looseness, though I suspect it might be a little more difficult to read as a viewer. Though I haven’t posted more anywhere yet, I’ve been developing more about these characters over the past few months. I would really love to create a little story involving them, just small ones to explore their characters. I’ve done several small one-shot comic pages involving them, which are in various stages of thumbnails to flats. I’m not sure which of those I’ll finish – their quality varies immensely – but they’ve felt really rewarding to do just for myself over the last year.

One thing I seem to be forever struggling with is coming up with a name I like for the project involving these characters. I’ve  tried several last year, and I still am not enamored with any of them. I really want to have some kind of name to unify them with, instead of a vague “my characters,” though I’m leaning toward this not being very important right now and that I’m overthinking it.

Trahearne and Malyck from Guild Wars 2 | With support from ArenaNet.

Above is an in-progress crop of Trahearne and Malyck from Guild Wars 2. I really love painting this characters, and I have so much I want to explore with them – which I have plans for later this year. :)

Corveil

Above is a practice painting of Corveil looking contemplative.

Corveil again.

Here’s a sketch of Corveil looking a little malicious. I’m personally fond of this one, though I also suspect this one doesn’t read very clearly.

“Gul Dukat” from Star Trek: Deep Space Nine

And above we have a Cardassian (from Star Trek: Deep Space Nine) study, which I just did today as a warm-up painting. Though I first watched DS9 three years ago – and I even did a small painting of Garak afterward, which I had completely forgotten about (it’s not my favorite drawing, otherwise I would post it here) – but that first watch was as background material I had on while I was working. I had the random urge to rewatch the series recently, and upon a rewatch (I’m in the sixth season now), I realized I had missed so much during my initial rewatch.

There is so much that is lost if you are primarily watching the show while not actively viewing it, as I had – so much wonderful physical and non-verbal acting by the performers which adds incredible layers and depth to their characters. I went into my second watch with The Next Generation as still my favorite Trek (DS9 was the last series of the pre-modern Treks I watched), and by very early on during this rewatch (by season 2 or 3), knew that DS9 had overtaken TNG for me. It is now my favorite Trek, by a long shot (incidentally, TNG is probably now my second-favorite, followed by The Original Series, then Enterprise, and then finally Voyager).

This study is based on the quintessential Cardassian, pioneered by Marc Alaimo – none other than Gul Dukat, of course! After I read how the makeup artist (Michael Westmore) largely based the Cardassian design on Alaimo’s “unusually long” neck, I knew that if I decided to learn how to draw Cardassians, I would start by studying Alaimo’s Gul Dukat appearance.

I really love Alaimo’s portrayal of the Gul Dukat character – there is so much subtlety and nuance to his performance, and his voice has this ASMR-quality to my ears that makes him intoxicating for me to listen to.

I love Alaimo’s/Westmore’s physical representation of a Cardassian so much, that I didn’t want any drawings I do of the character to be a replica. We have seven wonderful seasons to admire their work on the character for that. I knew from the beginning I wanted to try some kind of merger between Alaimo’s physical appearance, and an artistic interpretation of the character. I’ve done a number of “Gul Dukat” sketch studies before this one to try and figure one out – I’m sure this won’t be the end version, but this is probably my favorite result so far.

I don’t think I quite captured his charming malevolence, though I am pleased with how knobby his Cardassian neck turned out.

Guild Wars 2 Charr Commission Process: Salorast

Guild Wars 2 Charr Commission for Salorast

Process blog post for a Guild Wars 2 Charr commission for Salorast!

Early sketch idea.
Sketch revisions & blocking-in the major forms.
In-progress crop from during the painting stages of the commission.
The finished painting.

Thanks again to Salorast for commissioning me!