Blog
Notes from the tower.
Grid math, failure modes, and the occasional argument for why your battlemap should be a blueprint before it's a picture.
Import RealmCast maps into any VTT with one file (.uvtt)
What Universal VTT format is, what RealmCast puts inside a .uvtt export, and step-by-step import instructions for Foundry, Arkenforge, Fantasy Grounds Unity, Roll20, and AboveVTT.
Read the post →One floor plan, many maps: reusing a blueprint across variations
Why a battlemap blueprint is worth more than the first render it produces — casting the same floor plan through different art styles and campaign states, using one worked example.
Read the post →Why AI battlemaps look wrong (and how to actually fix it)
A field guide to the six failure modes that make prompt-to-image battlemaps unusable at the table, and why locking a floor plan before painting fixes all six.
Read the post →What size battlemap do you actually need? A grid math guide
The pixel math behind 1K, 2K, and 4K battlemaps — squares per side, pixels-per-square for Roll20 and Foundry, and the print DPI numbers nobody explains.
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