Greetings to our amazing community, and welcome to the twenty-seventh edition of our Stars of the VTT Galaxy interview series. In this series, we illuminate the already bright stars that make up our community of Bazaar Creators.
When it comes to innovation in the TTRPG mapping scene, few names stand out quite like Domille, the mastermind behind Domille's Wondrous Works and the creator who popularized the phased battle map concept. Since introducing the idea in 2020, Domille has reshaped how digital GMs handle dynamic encounters, giving rise to maps that evolve with the story - literally.
In this interview, we sit down with Domille to talk about the origins of phased battle maps, the power of visual storytelling in TTRPGs, and how their tool Scene Phaser is changing the game for Foundry VTT users. Whether you're a GM, a fellow mapmaker, or just love seeing creators push the boundaries of what's possible in VTTs, this one’s for you. Let’s dive in!
Our sky consists of many stars. Each of them illuminating our planet. As you can guess, the stars are you. Yes, it's you, the great content creators who, in your own unique way, shine on our worlds. Thank you for being part of our heavenly sky and weaving the fabric of our Community.
Let's meet today's star.
Introduce yourself, for those who don’t know what you do, what would you describe yourself as doing for a living?
Domille: My name is Domille, I make battle maps for a living. Specifically, I was the first creator who came up with the concept of phased battle maps.
What’s one random fact about you?
Domille: I have a garden where I grow lots of veggies, flowers, fruit, and berries, and I use the plants I grow as references for my maps. My garden served as an inspiration for lots of my maps.
How did you get started creating TTRPG content? And how did you end up getting into creating content for Foundry VTT?
Domille: I started running a campaign as a DM back in 2017, and I created a lot of my own visuals - region maps, battle maps, coins, art, etc. In 2019, after my husband urged me to create battle maps more professionally, I started my Patreon. The rest is basically history.
I started creating content for Foundry in 2020. I was in a Discord server with Atropos, the founder of Foundry VTT, which is how I found out about it. I realized that Foundry VTT was super supportive of creators, so I decided to support them back. I've been steadily releasing Foundry content since then.
And what’s your personal background with TTRPGs? Were you a player, a GM, or a mapmaker first?
Domille: I actually started playing D&D in 2014, and I was a player to begin with. I eventually graduated to the role of a DM and ran several campaigns over the years.
Where does the inspiration come from in the work you do (except your garden)? Or perhaps, your “muse”?
Domille: I also draw inspiration from video games, movies, and books. Skyrim and The Witcher series are particular favorites that I keep revisiting.
You are the creator who came up with the phased battle map concept. Can you tell us a bit about it and what inspired you to develop this approach?
Domille: The concept came from raid bosses in World of Warcraft. I was a part of a raid group in WoW that I would run with on a weekly basis. I've found the most fun part of raiding was the mechanics of the bosses, they frequently had several phases you had to go through that would change your playing field and approach to the fight pretty drastically.
When I started playing D&D, I felt like the dynamic nature of an evolving battlefield was a little bit lacking. I wanted to come up with a solution for that. Phased battle maps were the answer.
I remember trying out my first phased battle map with my players back then, and the encounter was tense! That was exactly what I wanted! I then released that map publicly, and it was an instant hit. I knew I had something special then. This was back in 2020, I still release phased battle maps today.

When this map was first released, I didn't even name it "phased" at first. I called the phases "stages" instead. The name "phased battle maps" came later once the format was a bit more concrete.
So, you said that it was an instant hit. But did you expect them to take off the way they did?
Domille: No, I did not expect them to take off at all. I try not to have any expectations of reception whenever I put something out into the world. I learned there is not really a way to predict how people would react. I did hope for a good reception, but I did not expect one.
When designing a phased battle map, how do you determine the different stages? Do you focus on mechanics, narrative beats, or something else?
Domille: Man, that is a harder question than I anticipated! I try to keep the phases open-ended so that they can be used as a DM prefers them to be. They can be strictly mechanical, or they can be used to tell a story, or both...
Sometimes, folks share with me how they used my phased maps, and some of those uses can be really surprising! I've heard of people using the phases as a sort of timer, for example. I think that's really cool. I guess it is one of the things you learn as a creator that once your creation leaves the privacy of your computer and finds its home on the internet, there is no way to tell where it will end up. It can be kind of scary, but it can also be really cool to see how creative people get with something you made.
But back to your question - How do I determine different stages? I guess I just think about what could be something interesting or challenging that could happen in the setting I am making. I try to keep in mind the player agency and create phases that would happen regardless of player actions. Natural disasters are some of my go-to's, for example.

Speaking of it, what is the most creative or unexpected way you've seen GMs use phased maps? And what’s the best piece of feedback you’ve ever received from a GM using your maps?
Domille: Using the phases as a timer was a cool one!
I've heard people use the phases as long-time progression as well, meaning the phases don't just progress during a fight, but the place keeps changing as players come back to this location over a longer period of time. Buildings might be disintegrating, areas getting overgrown through the years, etc.
It is hard for me to narrow down a single piece of feedback. I talk to DMs, Patrons, and followers a lot, and I actively seek their feedback regularly, so I get a lot of feedback. I guess the best feedback I get is the stuff I can actively improve upon. My Patrons kept telling me they wanted an easier way to access my content, for example, so I knew I had to come up with something. I did, and now they can have access to a bulk download folder where they can just download everything I have in one go.
What’s been your most ambitious phased battle map so far? Were there any unexpected challenges in bringing it to life?
Domille: Phased battle maps are more challenging to create in general. They require a lot more time and effort to ensure that the phases make sense.
It is so hard to pick just one! I think the Sinking Ship one was probably the hardest one I've ever done though. I had to repaint the same ship from several different angles and in varying stages of decay, to show the different phases of it sinking.

The sinking ship was based on the way the Titanic sank as well. The semi-technical aspect of it was also a bit of a challenge.
You developed Scene Phaser to integrate phased battle maps into Foundry VTT. What was the development process like? Can you tell us a bit about it?
Domille: Scene Phaser allows people to use phased battle maps in Foundry very easily and they can use it with any maps they want. They don't even have to be officially "phased". Some people use Scene Phaser for things like Day/Night cycles, or weather changes.
Scene Phaser was the natural progression for me as a Foundry creator who made phased battle maps. Before Scene Phaser became available, there really wasn't an easy way to use phased maps in Foundry, so I decided to make one. I was very lucky to find my Foundry dev who worked with me on creating this module - I frequently call him a wizard, because the solutions he comes up with often seem like magic to me, haha! I believe it took us several months of iterations to come up with the final version of Scene Phaser that was released. We have since updated it with various features as well.
You release animated maps alongside phased maps. What unique challenges come with animating battle maps for VTTs?
Domille: The size of the animated files is definitely a challenge. I specifically compress mine for Foundry, but there are other VTTs that all accept different sizes. It can be hard to figure out a good solution to satisfy everyone.
That, and separating different layers for animations can be a bit of a pain.
Can you share some examples of memorable or unique maps you've made, let's say your favorites?
Domille: My Seedy Tavern is probably one of my recent favorites. It has 2 layers as well - bottom and top floor. The top floor covers up the bottom, which has a kitchen and a closet that you don't get to see if the layers are overlapping. I feel like the little hidden rooms and different floors give it just that much more immersion.

And here's the full map with both floors combined:

And what's your least favorite piece of content you've created? (If it exists).😊
Domille: Oh, man.. So many, lol.
There is one specifically that is so sore. We talked about my first phased battle map, which was a pretty good success. What I try to never talk about is my SECOND phased battle map, released immediately after the first one. It was Cthulhu-themed, the same as the first one. It was phased, the same as the first one. So logically, at the time of release, I thought it would be an immediate success. It was not. It was a complete flop. I still side-eye that map to this day. I will not even link it here, lol. It is still on my Patreon, but I don't like looking at it.
Phased battle maps revolutionized encounter design. Do you see other innovations on the horizon for TTRPG maps?
Domille: I hope so! I feel like innovation is important for any field to grow. I don't know what it will be, but whatever it is, I am looking forward to it.
If you could design the perfect encounter map (like a dream project - without limits), what would it look like?
Domille: Large, sprawling, cinematic fantasy land that evolves with every move that no computer or VTT could handle. That's pure fantasy, though.
In reality, I think creating battle maps that are all a part of the same world and connect to each other either directly or via lore, story, or adventure would be a really cool project to work on.
How has the support of your patrons impacted your ability to create and expand your TTRPG content? How did the feedback influence your approach to future projects?
Domille: My Patrons are the reason why I am here and able to do what I do. I absolutely would not be able to be here without them.
I get a lot of feedback on the internet in general, but Patron feedback is what defines my direction the most. My Patrons are the ones who put me here, I know they have my back, so I listen to what they say very carefully.
Whenever there is a change in my direction or business model, I pretty much always ask my Patrons first and go from there.
Speaking of Patreon, you have tiers that allow commercial access to your maps. What advice would you give to creators who want to make the most of your commercial-use map tiers?
Domille: While battle maps traditionally are used strictly for combat encounters, I have discovered that they can also be used just to set the mood and define your setting. You don't have to fight, necessarily.
So my biggest advice is just to use the battle maps - use them for fights, use them for story-telling, use them for ambiance and atmosphere. Use them. They are a great visual aid!
You release four phased maps a month, plus other content. That’s an impressive output! How do you stay inspired and avoid burnout?
Domille: Thank you!
A few years ago, Patreon sponsored me to take sessions with a creator coach, Josh Zimmerman. His wisdom was incredibly impactful to me and my future. I learned how to balance my life and work in a way that allowed me to keep my head on my shoulders even in the most stressful situations.
One of the biggest lessons I learned from him was probably the simplest one - take breaks. Whenever I feel down - take a break. Whenever I feel like I have a creative block - take a break. Feel like I am about to burn out? Guess what? Take a break! I make sure I have enough time to take regular breaks every month. Rest is just as important as work.
And inspiration is usually a natural by-product of taking breaks and doing something I really enjoy.
The spicy question- what is your favorite VTT to run on? What kind of improvements do you want to see in it?
Domille: Man. The more I think about this question, the trickier it is to answer, lol.
Back when I first started DMing, we used Roll20. When Foundry came out, we started using Foundry as well. I think both platforms have something different going for them - both excel in different areas. Roll20 is easy to approach, while Foundry has endless possibilities. As far as improvements, I honestly think they could learn from each other - Roll20 could use a bit more flexibility, while Foundry maybe could be a little bit more approachable. I am pretty sure both are working on that, though! I am looking forward to seeing how they develop.
What is your opinion on AI, especially in the TTRPG space?
Domille: I wish it never happened. I wish I could live in a timeline where AI did not exist... It made life so much more difficult in so many more ways. And there are so many layers of complexity and difficulty to it as well. It's not just a simple, singular "bad thing", there are layers to it.
There is the side of AI taking over the map space - you now see all the time these packs with 10,000 battle maps! 50,000 maps! 100,000 maps! How can I compete with that when I put out 4 map packs a month? Even if you count variations, that's roughly 36 maps a month. How can I compete with 10,000? And these generators are getting better and better as well. That's terrifying.
And then, there is another side of it: Even if your content is not AI, someone will be convinced that it is. I have heard of artists losing their jobs because their boss ran their work through an AI detector, which is notoriously unreliable. You may as well run people's work through a random answer generator, and you will probably get the same accuracy in results. I remember seeing someone run the D&D cover from the 80s through an AI detector, and it said it was AI-generated!
So artists are just kinda getting screwed from both sides right now. It sucks. And there is no way back from it either. The cat's out of the bag. It is here to stay. We have to figure out how to exist going forward.
Do you have anything you want to say to the greater TTRPG/VTT community?
Domille: I think the TTRPG community is some of the most welcoming, awesome crowd out there. I am privileged to be a part of it! Thank you for accepting and supporting my work!
What advice would you give to aspiring map makers who are looking to break into the TTRPG community? Are there skills, experiences, or resources you believe are essential for success in this field?
Domille: One of the best things a starting creator can do is learn from others and network. And take any advice with a grain of salt! Make your own way!
Myself and a few other creators actually started a TTRPG creator support community called Rising Tide. It is a great place to meet others working on the same goals and in the same industry!
We have a Discord server that anybody looking to make their way in the TTRPG industry is welcome to join!
For new GMs to phased battle maps, what’s your best advice for making the most of them?
Domille: Be creative! I often get asked what kind of encounters I have in mind for any particular map, and the answer is - Most frequently I do not have any one particular in mind at all!
While we do release encounters separately for my maps, it does not mean that's the only way you could use them! Go wild! Nobody's stopping you!
Do you have anything exciting coming up that you’d like to share? And what are your plans in general for the future as an RPG creator?
Domille: We are getting ready to release support for UVTT! While we do have Foundry-specific content, UVTT will be yet another way people could use it if they wished to in Foundry as well.
My plan in general is to continue creating and innovating! I don't have anything specific to share right now, but the gears in my head are always spinning!
Thank you, Domille, once again for your willingness and time for this conversation.
Domille: Thank you for taking the time to talk to me as well! It was super fun!
You can follow the image links below to learn more about Domille, and follow them on various social media:




