
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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Development 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.
Prototyping
Design Choices
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Open church design - ensure visibility of both floors upon entry
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Linear and curved architectural elements - 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
UE5 Blockout
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Base shape of the environment
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Reiterations/Asset Integration
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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.
Polish
Visual Experience
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Niagara effects/Immersion Elements
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Lighting/Colour palette
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Incorporated suitable color palettes and environmental storytelling elements to convey the final narrative.




Refinement by Bambi Soleye
Final Result









Project 2- 1970's Home
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Development Duration: 1 week
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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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Solo Work
Prototyping
Top-down Level Design
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Design shifts between packed areas and spaces where the eye can rest
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Open common room and kitchen area
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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.
Production
UE5 Blockout
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Base shape of the environment
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Mocap Testing
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Established the overall structure and flow of the environment in the most practical and cohesive way, while preparing the environment to be used in the mocap studio.
Polish
Player Experience
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Environmental Storytelling elements
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Lighting/Colour palette
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I incorporated colorful, patterned wallpapers and vibrant interiors reflective of the 1970s design trends, ensuring an authentic and nostalgic atmosphere.

Final Result









Project 3- The Bunker
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Development Duration: 3 weeks
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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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Solo Work
Prototyping
Production
Top-down Level Design
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Smaller rooms, concealed corners, and hidden windows- enhance atmosphere.
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2 exit points - false sense of security
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I focused on defining the potential paths within the design and determining the placement of key items within a horror setting.
UE5 Blockout
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Base shape of the environment
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Refine areas of interest
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Established the overall structure and flow of the environment. Ultimately, I blended different design styles into the final, refined blockout.
Polish
Player Experience
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Environmental Storytelling elements
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Lighting/Colour palette
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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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Development Duration: 3 weeks​
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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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Solo Work
Prototyping
Top-down Level Design
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mix of traditional train design with ornate pillars and structures
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fantastical, dreamlike space, where the surreal elements defy logical sense.
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The design focused on creating an atmosphere that escalates as players progress through the levels, with rooms becoming more eerie and unsettling over time. ​​
Production
UE5 Blockout
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Base shape of the environment
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Refine areas of interest
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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.
Polish
Player Experience
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Environmental Storytelling elements
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Lighting/Colour palette
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I began refining the color palette and implementing 3D assets, along with lighting, to set the atmosphere and guide the player in the right direction ​


Final Result




