Notice the low quality image up there**. Why is it special? Because this image is showing off some of the tricks we're doing to make a traditional voxel game actually aesthetically pleasing to look at. All of the items you see in the slides are 1x1x1 blocks with offsets, extenders, debris, and fillers. Without going into too much boring detail, every block in a game like this has several attributes you can read about below.
Y Offset: Displays the block out of sync to its original placement. Each block can be offset four ways. A Y offset of the value 2 will put the block half the way between its original placement, and where it's going. A Y offset of -2 will make it go the opposite way.
X Offset: Displays the block out of sync to its original placement. Each block can be offset four ways. An X offset of the value 2 will put the block one half of the way between its original placement, and the block to its right. A -2 X offset will put it half the way to the left (i.e. in the middle of three boxes).
Z Offset: displays the block out of sync to its original placement. Each block can be offset four ways. A Z offset of 2 will put the block one half of the way between its placement and the block above, and a Z offset of -2 will put it half way into the ground (i.e. a curb).
Extender: a good example of an extender is a barrel. A barrel might be bigger than 1x1x1, so the extender is an addition allowing it to be bigger. Electronics on the side of walls are also extenders (in this case a prefab extender) used when placing wires.
Filler: imagine two blocks of rubble (just behind wooden crates). One with a left offset of 2, and one with a right offset of 2, leaving a full block gap where I can't place anything. A filler will take the textures of the 2 placed blocks and blend them, thus filling the gap. If they are the same blocks they will continue the texture as if there was a block there.
Debris: this is a neat particle effect! If you look on a corrugated sheet just behind the barrels, you will see some specks of rubble. The rubble is debris. Not all blocks have debris, as you'll see when we post a list closer to Alpha phase. Anything that makes debris can be applied to any block to help blend the objects into the scenery.
The other thing you may notice here is the brick and the wall are the same blocks, even though there is a slight variation. This makes the texture not appear to be repeating, for a more realistic experience for the end user.