Chapter 3: Nest / Hive Structures as Props
Created by Sarah Choi (prompt writer using ChatGPT)
Nest & Hive Structures as Props for Creature Concept Artists
Swarms, Hives & Colonies – Distributed Threat & Readable Rules
When you’re designing swarms, hives, and colonies, the creatures are only half of the story. The other half is where they live, grow, and defend: nests, mounds, hives, warrens, webs, and bio‑structures. These aren’t just backgrounds or environment art—they function as creature props: interactive, readable objects that broadcast threat, reinforce faction logic, and drive encounters.
For creature concept artists, thinking of nests and hives as props helps you:
- Make the faction’s ecosystem feel real and intentional.
- Encode distributed threat into the environment itself (walls that bite, floors that hatch, ceilings that drip hazards).
- Give level design, environment art, and VFX teams clear visual rules about how the hive behaves.
This article will walk through how to design nest and hive structures as part of the creature kit, equally useful for concepting‑side artists (exploration, keyframes, blue‑sky ideation) and production‑side artists (turnarounds, callouts, prop sheets, modular kits).
We’ll explore:
- Nest/hive types and what they say about the faction.
- Using structure silhouettes to communicate danger zones and weak points.
- Integrating creature shapes into architecture (living props).
- Markings, color, and FX that tie structures into the caste system.
- Workflow tips and exercises for building hive props that feel alive.
1. Nests & Hives as Extensions of the Creatures
A good hive or nest doesn’t feel generic. It looks like the creatures made it using the tools their bodies provide: mandibles, glands, webs, mining limbs, resin sprays.
Before drawing structures, ask:
- What are they made from? Dirt, resin, chitin, bone, tech scrap, biomass, crystal?
- How is it built? Secreted, woven, excavated, stacked, grown, printed?
- Who builds it? Workers only, or do all castes contribute?
Concept‑side mindset:
- Treat the nest as a macro creature—it shares the same shape language, motifs, and functions as its inhabitants.
- Do quick pages of tool → mark studies: “This mandible shape scratches these grooves,” “This gland type leaves this texture.”
Production‑side mindset:
- Consider nests and hives as repeatable props and modular kits that need clean, understandable forms.
- Their forms must be light‑friendly for lighting, collision‑friendly for gameplay, and FX‑friendly for destruction or transformation states.
2. Structural Archetypes: Mounds, Webs, Chambers & Colonies
Different nest types suggest different behaviors and threat patterns. Understanding these structural archetypes helps you choose the right visual language for your faction.
2.1 Mounds & Towers
Earth mounds, termite towers, and bio‑spires are vertical statements in the environment:
- Silhouette: strong verticals, bulbous towers, vents, chimneys.
- Behavior signal: long‑term, established colony; defensive strongholds.
- Threat distribution: heavy concentration of high‑value targets (queens, spawners) and reserves.
As props:
- They read as objectives (destroy, infiltrate, defend, cleanse).
- They can house multiple gameplay layers—outside patrols, inner tunnels, central chamber.
2.2 Webs & Veils
Webs, veils, and bio‑netting create planes of threat rather than solid volumes:
- Silhouette: thin, radiating lines, overlapping nets, soft sagging sheets.
- Behavior signal: ambush, control, trapping, territory boundaries.
- Threat distribution: spread over wide areas; the danger is in crossing or touching these structures.
As props:
- They act like living fences and tripwires, controlling player movement.
- They can shift between cosmetic and active states (vibrating when disturbed, glowing when something is detected).
2.3 Burrows & Warrens
Burrows and underground networks emphasize hidden threat:
- Silhouette: surface‑level signs (holes, sinkholes, cracked earth) plus subtle mounds and ridges.
- Behavior signal: emergent attacks, flanking routes, unpredictable entry points.
- Threat distribution: spread beneath the player; danger appears suddenly.
As props:
- They are often modular entrances—repeatable pits, tunnel mouths, broken floor tiles.
- They pair well with fangs, armored ring segments, or structural ribs that echo the creature design.
2.4 Chambers & Bio‑Interiors
Inner chambers—egg rooms, brood pits, fleshy corridors—are spaces where the environment leans fully into creature logic:
- Silhouette: repeating ribs, sacs, pods, hex cells, hanging cocoons.
- Behavior signal: core hive zones, spawning sites, high threat density.
- Threat distribution: both static (eggs, pods) and mobile (defenders, spawners).
As props:
- Each chamber can be a single hero prop or a kit of modular wall, floor, and ceiling bits.
- Strong silhouettes help players understand where it’s safe to step or stand.
3. Hive Silhouette Logic: Reading Threat from a Distance
Just like you design creature silhouettes for clarity, hive and nest structures need clear macro silhouettes that telegraph threat and importance.
3.1 From Afar: Landmark & Threat Beacon
At long distance, hive props should answer:
- Is this place dangerous?
- Is it a destination, obstacle, or background dressing?
Macro‑shape cues:
- Spikes, spires, and upward growth → aggressive, invasive presence.
- Bulbous, swollen domes → storage, brood, pressure (explosive or toxic potential).
- Flat, spreading mats → creeping infestation, area denial, environmental hazard.
Concepting‑side:
- Thumbnail the level or keyframe with the hive as a single shape; only then zoom in to details.
Production‑side:
- Make sure the prop kits retain a strong silhouette when assembled at multiple scales—small nests, medium hives, large mega‑structures.
3.2 Mid Distance: Entrances, Vents & Vantage Points
At mid‑range, players should read:
- Where can creatures come from? (holes, openings, vents).
- Where might I be attacked from? (ledges, towers, overhangs).
Structural cues:
- Dark apertures (tunnel mouths, egg‑chute openings) framed by repeated motifs.
- Perches and balconies that match the creature’s foot/limb design.
- Vents and chimneys that hint at gas, spores, fire, or flight paths.
Design nests so these features are geometrically clear: avoid overly noisy mid‑silhouettes where entrances and vents are lost in pattern.
3.3 Close Range: Interaction and Weak Points
Up close, hive props should tell players:
- Where they can damage, disable, or loot.
- Where it’s unsafe to stand or touch.
Design strong local silhouettes:
- Break critical spots into recognizable modules: egg clusters, heart cores, sac nodes, anchor roots.
- Make weak points bulge out of the main mass so that FX and damage states are easy to read.
Production‑side, these modules become named parts in callouts (“Brood node A,” “Spine turret root”).
4. Integrating Creatures and Structures: Living Props
The best hive designs blur the line between creature and environment. The nest should feel like a product of the swarm’s bodies.
4.1 Shared Shape Language
Use the same shape families across creatures and structures:
- If creatures are angular and shard‑like, build hives from jagged plates and knuckles.
- If creatures are rounded and bulbous, build hives from flowing mounds and sacs.
- If creatures are segmented and jointed, echo that with repeating rib arcs and ring‑like protrusions.
Concept artists can do side‑by‑side studies: one column of creature silhouettes, one column of hive silhouettes, and connect shared motifs.
4.2 Structural “Organs” and Their Castes
Treat hive props as if they have organs:
- Spawn organs – brood chambers, egg pits, larval pools.
- Defensive organs – spine turrets, acid sprayers, sensory towers.
- Support organs – heat vents, nutrient sacks, signal pylons.
Then assign relevant castes to each organ:
- Spawner castes cluster near brood organs.
- Soldier castes guard defensive organs.
- Support castes gather near signal or nutrient organs.
This creates distributed threat where the environment and creature castes reinforce each other in clear, visual ways.
4.3 Dormant vs Active States
Design nest props with at least two states:
- Dormant: subtle movement (breathing, pulsing), dim color, low FX.
- Active: brightening markings, expanded vents, opened pods, increased particle FX.
Concept‑side: paint over the same prop with dormant and alert passes.
Production‑side: provide clear masks and separate meshes or blendshapes so FX and animation can handle transitions cleanly.
5. Markings, Color & FX: Tying Nests into the Caste System
Nests and hives are part of the faction’s visual language, not separate from it. Their markings and color should echo the castes & role markings you’ve already built for your creatures.
5.1 Faction Palette on Structures
Use the same base palette as your creatures, but shift emphasis:
- Base material (dirt, resin, chitin) uses the faction’s core neutrals.
- Critical features (egg clusters, spawner nodes, sensory organs) use accent colors associated with corresponding castes.
Example:
- If support castes glow cyan, then signal pylons and communication veins on the hive should also pulse cyan.
- If artillery units have orange sacs, then artillery towers incorporate orange sacs or vents.
5.2 Pattern Motifs on Walls and Floors
The same patterns that mark castes can repeat at prop scale:
- Chevrons and stripes on walls that indicate movement or hazard direction.
- Bands around tower sections that indicate different functional levels.
- Spot clusters to show sensory nodes or weak points.
Concept‑side: design a pattern sheet for the hive just like you would for costume or creature markings.
Production‑side: translate these into tiling textures, decals, and trim sheets to keep things consistent.
5.3 FX Hooks: Where VFX Lives on the Hive
VFX departments need clear hook points on props:
- Dedicated meshes or sockets for spore sprays, flame jets, acid drips, mucus flows.
- Clear surfaces for creep spread or corruption growth.
Call these out explicitly:
- Use arrows and labels (“Spore vent: green mist FX,” “Acid drip line: animated shader, collision here”).
This ensures that distributed threat (hazards from walls, floors, ceilings) is predictable and readable, not random.
6. Readable Rules: Teaching Players How the Hive Works
Just like with castes, your hive props should teach rules that the player can learn and exploit.
6.1 Visual Grammar for Safety and Danger
Decide on a grammar:
- Shapes or markings that always mean “hazard if touched” (e.g., thorny protrusions, glowing sacs).
- Shapes that always mean “weak point / interactive” (e.g., smooth bulbs with cracks, exposed cores).
- Shapes that always mean “spawn point” (e.g., open‑mouthed pods, hanging cocoons).
Keep these consistent across all hive props, from small nests to mega‑structures.
6.2 Hierarchy of Hive Props
Not every mound or web needs equal visual weight. Establish tiers:
- Minor infestations – small nodes, single vents, few eggs.
- Mid‑tier hives – visible towers, multiple entrance points, distinct chambers.
- Major hive hearts – unique shapes, large silhouettes, rich FX.
Players should be able to tell, at a glance, whether they are dealing with a scattered infestation or the heart of the colony.
6.3 Behavior That Matches the Visuals
If a nest looks like it will spawn enemies indefinitely, but in game it’s just a static prop, you produce dissonance. Work with design teams to align:
- Props that look like spawners should reliably spawn or have been recently shut down.
- Props that look weak or cracked should actually be destructible.
- Tower‑like structures that look like turrets should host ranged threats.
Document this in your sheets—callouts like “Visual spawner – must be interactive” or “Decorative hive, non‑functional.”
7. Workflow for Concept & Production Artists
7.1 For Concept‑Side Artists
- Start with environment thumbnails featuring the hive as a character.
- Treat the hive as a single, big creature shape.
- Explore different archetypes (mound, web, burrow) in loose sketches.
- Design hive props alongside the creatures.
- For each major caste, design a matching structural element (tower, pit, web patch).
- Show castes interacting with these props in quick compositions.
- Create state variations.
- Idle vs alert vs damaged versions of key props.
- Seasonal or biome variants (frozen hive, desert hive, techno‑infested hive).
- Pitch encounter fantasies through hive props.
- Keyframe: characters creeping through web tunnels.
- Keyframe: assault on the main brood tower.
7.2 For Production‑Side Artists
- Break hives into modular kits.
- Separate towers, walls, floors, ceiling pieces, vents, and entrances.
- Design them to snap together cleanly while preserving overall silhouette logic.
- Create clean prop sheets.
- Front/side silhouettes for major props.
- Callouts with material notes (slimy vs brittle, organic vs mineral).
- Mark emissive and FX regions clearly.
- Plan for LOD and reuse.
- Simplify complex forms for distant backgrounds.
- Turn hero props into simpler variants for repeat use.
- Document interaction states.
- Provide overlays showing destructible chunks, open/closed animations, and growth states.
8. Practical Exercises for Hive as Prop Design
Exercise 1: One Faction, Three Hive Archetypes
- Choose one swarm species.
- Design three hive types: mound, web, and burrow.
- Keep shape language and markings consistent, but vary structure and layout.
- Check if they all still read as the same faction at a glance.
Exercise 2: Spawner Readability Test
- Draw four nest props, only one of which actually spawns creatures.
- Ask: can someone who hasn’t seen your notes guess which one is the spawner?
- Adjust silhouettes, markings, and FX hooks until the answer is obvious.
Exercise 3: Macro–Micro Matching
- Sketch a large hive silhouette as a single shape.
- Break it into 5–7 modular props (tower, entrance, vent, brood chamber, wall segment).
- Assemble these props in different configurations and see if the macro silhouette stays coherent.
Exercise 4: Distributed Threat Map
- Draw a top‑down or side‑view of a level area with hive props.
- Mark where melee, ranged, AOE, and spawner threats originate.
- Adjust prop placement and structure design so that the danger zones are readable just from the shapes.
9. Bringing It All Together
Nest and hive structures are not just passive background dressing—they’re creature props that carry just as much design weight as your swarm units. In a well‑designed faction, the environment, the creatures, and the FX all speak the same visual language.
As a creature concept artist, you can:
- Design nests and hives as extensions of your creature anatomy and shape language.
- Use structural silhouettes to broadcast distributed threat and safe vs lethal zones.
- Tie markings, colors, and FX to your caste and role system, so the whole faction feels unified.
- Deliver clear prop sheets and modular kits that help production teams build varied, readable hive environments.
When you think of nests and hives as props—interactive, legible, systemic—you create swarm and colony factions that feel alive from the smallest larva to the largest towering bio‑spire, making your worlds more convincing, dangerous, and memorable.