
Environment Design of a 1970's house.

Environment Design of a 1970's house.

Level & Environment Design of a bunker for a vertical slice inspired by Supermassive Games.

Environment Design of a 1970's house.
Here is a showcase of my level design work, reflecting my specialization in environment and level design. I believe environments are the cornerstone of player immersion, offering a space where gameplay and story seamlessly intertwine. Through these designs, I aim to create experiences that stay with players long after the game is over.
Digital art transforms fleeting ideas into timeless creations.




Project 1- Dilapidated Church
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Project Duration: 1 month​​
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Tools & Techniques: Unreal Engine 5, Maya, Substance Painter​​​
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Main focus: Learning and improving lighting techniques and custom material creation to enhance the scene’s atmosphere.
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Teamwork: Collaboration between art, tech and animation students.
Pre-Production
The focus was on conceptualizing an environment that could tell a compelling story through visual elements alone. We decided on a dilapidated church with gothic themes to symbolize the contrast between the holiness of a church and the darkness often associated with gothic aesthetics—representing the duality of good and evil.
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To support this idea, I created several documents to help the team visualize and remain aligned throughout the four weeks of development. These included a design document, a 3D asset list, a development schedule, and a collection of reference images.​
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Prototyping
Refinement by Bambi Soleye

I focused on planning the environment layout, opting for an open church design to ensure visibility of both floors upon entry. I experimented with linear and curved architectural elements to add variety and interest.
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I began by sketching the initial concept, followed by a rough blockout in Maya which was then refined, where it served as the foundation for further development.

Production
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Using assets provided by the 3D artists, I built out the environment and worked closely with the team, incorporating constant feedback to enhance the final result.
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I regularly revised and adjusted various elements of the design, which I believe led to a much stronger and more cohesive environment.


Final Result









Project 2- 1970's Home
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Project Duration: 3 months
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Tools & Techniques: Unreal Engine 5​​​
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Main focus: Designing an engaging and realistic background for the cutscene, tailored for use in the mocap studio to support the animation process.​
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Teamwork: Solo work
Pre-Production
I took charge of designing the 1970s family home, crafting a space that set the tone for the vertical slice and prepared the environment for the starting cutscene.
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I ensured the house reflected the time period, capturing the essence of the 1970s while enhancing Alex's psychological descent.

Prototyping
I focused on creating multiple top-down designs based on the script description to establish the overall structure and flow of the environment in the most practical and cohesive way.
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By the end of this phase, I had finalized a top-down level design that highlighted the house’s structure, identified key focal points, and ensured the space was immersive though a blockout.
Production
During production for the 1970s family home, I carefully designed the environment to capture the era's aesthetic while considering the functional requirements of the mocap studio.
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I incorporated colorful, patterned wallpapers and vibrant interiors reflective of the 1970s design trends, ensuring an authentic and nostalgic atmosphere.
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Final Result









Project 3- The Bunker
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Project Duration: 3 months
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Tools & Techniques: Unreal Engine 5
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Main focus: Creating a playable environment within the limitation of a provided script.
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Teamwork: Collaboration between art and design students.
Pre-Production
I brainstormed ideas based on the script and developed a story for Alex, a character from Little Hope, who is mentally disturbed by terror, with the bunker symbolizing his struggle to escape himself.


Prototyping
I created seven different basic blockouts of the bunker to explore various shapes and layouts.
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Since this is a horror thriller, I focused on incorporating numerous smaller rooms, concealed corners, and hidden windows to enhance the atmosphere. Ultimately, I blended different design styles into the final, refined blockout.
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Production
I focused on defining the potential paths within the design and determining the placement of key items.
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Throughout this stage, I explored ways to integrate both elements seamlessly. I began refining the color palette and implementing 3D assets, along with lighting, to set the atmosphere of a desolate bunker. ​

Final Result










Project 4- Haunted Train
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Role: Game Developer
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Project Duration: 2 months​​
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Tools & Techniques: Unreal Engine 5, Maya, Substance Painter​​​
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Main focus: Designing a space that avoids repetition while supporting an engaging gameplay mechanic, ensuring both variety and immersion.
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Teamwork: Solo work
Pre-Production
The design focused on creating an atmosphere that escalates as players progress through the levels, with rooms becoming more eerie and unsettling over time. ​​
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I blended a mix of traditional train design with ornate pillars and structures to create an environment that feels like a combination of a first-class train and a fantastical, dreamlike space, where the surreal elements defy logical sense.


Prototyping

I began by creating multiple blockouts of the train, focusing on compartment sizes, pathways, and the placement of key features to ensure smooth player navigation.
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Additionally, I prototyped lighting setups to explore how colors and shadows could enhance the eerie atmosphere as players progressed through the train.
Production
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I incorporated elegant, first-class train features, such as luxurus seating and ornate details, while introducing surreal pillars and structures that defied logic, creating an unsettling yet captivating atmosphere.
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To ensure gameplay functionality, I carefully laid out the train’s compartments to allow for smooth player navigation and interaction, while maintaining the balance between storytelling and mechanics.
Final Result




