
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
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
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
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
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
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
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
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
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
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.
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
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
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





