MAJOR PROJECT 2 - FINAL ART BIBLE & ENVIRONMENT DESIGN PROGRESS COMPILATION

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA
MAJOR PROJECT 2
ENVIRONMENT DESIGN PROGRESS COMPILATION



INSTRUCTIONS



FINAL ART BIBLE

PRESENTATION SLIDES



PROJECT OVERVIEW

The project is a stylized horror experience that explores themes of memory, misunderstanding, and grief.

The story begins in a hospital room, where the protagonist hears her younger brother say, “I wish you were dead,” before everything fades to black. She awakens as a vengeful spirit trapped within her childhood home, believing his words caused her death.

As the player takes on the role of this ghostly version of Cynthia, they haunt Timothy by manipulating the environment and amplifying his fear. Through interactive objects and environmental details, fragmented memories are gradually revealed, leading to the truth—that his words were spoken out of fear rather than hatred.

The environment serves as both a narrative space and a gameplay-driven exploration area, where spatial design and atmospheric elements guide the player’s emotional experience.

MY ROLE - ENVIRONMENT DESIGN

I was responsible for designing and developing the interior environment, focusing on spatial composition, material design, and environmental storytelling.

The environment is structured around key areas such as the hallway, guest area, ritual space, and living area, each contributing to the narrative and guiding player exploration.

Key focuses include:

  • Creating a cohesive stylized horror atmosphere
  • Developing interior surfaces through texture repaint and material rework
  • Designing a hero ritual space as the visual and narrative focal point
  • Establishing mood and direction through controlled lighting inspired by Little Nightmares

The final outcome emphasizes both narrative immersion and visual consistency, supporting the player’s emotional experience within the space.

Tools: Blender, Photoshop

CONCEPT EXPLORATION

The initial concept was based on a misunderstanding of the setting, where the environment was planned as a 19th-century farmhouse. After clarifying the narrative direction with the team, the setting was adjusted to reflect a 1990s timeframe. This shift informed the selection of references and guided the overall visual development.

Lighting exploration was strongly influenced by Little Nightmares, particularly its use of a dominant single-color key light supported by subtle secondary lighting. This approach was adopted to create a focused and atmospheric mood within the environment.

To support environmental storytelling, the space was designed to extend and reinforce the narrative beyond what is directly told to the player. While the main story establishes Timothy’s attempt to summon his sister, the environment provides additional context through visual clues and spatial design.

Key elements such as the ritual altar and summoning circle act as the central focal point, while supporting props—including a spell book, handwritten notes, and protective elements like black salt and crosses—suggest preparation, uncertainty, and underlying fear. These details imply that Timothy was not only driven by grief but also aware of the potential consequences of his actions.

Spatial storytelling was also considered in the layout. Different areas of the house were designed to reflect both function and emotional tone, allowing the player to gradually uncover fragments of memory and reinterpret the characters' relationship through exploration.

Additional design decisions focused on embedding narrative into the environment itself, using composition, prop placement, and lighting to guide attention and subtly communicate story elements without explicit exposition.

Fig 1.1 Interior Base References


Fig 1.2 Assets & Lighting References


CONCEPT ART

The initial goal was to design a complete farmhouse environment. However, based on feedback and production constraints, the scope was refined to focus on a more polished and cohesive interior space, primarily consisting of the hallway, guest area, ritual space, and living area. These spaces were then extended and connected to enhance spatial depth and avoid a flat composition.

Rather than relying solely on rendered 3D models, the workflow was adjusted to incorporate concept art illustrations. This allowed for clearer communication of design intent, lighting, and atmosphere before final implementation.

CONCEPT ART SKETCHES & MODELING EXPLORATION
 
Fig 2.1 Floor Map Reference (Pinterest)

Fig 2.2 Blocking Exploration 1

Fig 2.2 Blocking Exploration 2

Fig 2.3 Dining Room Block Out (Unused)

Fig 2.4 Kitchen Block Out (Unused)

I use my 3D model as the base and paint on top to streamline the workflow. I extend and adjust my idea from the base model.


Fig 2.5 Hallway Sketch Attempt 1


Fig 2.6 Drawing Base 1


Fig 2.7 Drawing Base 1 (With Texture)

The base seems too flat, so I extrude the wall and floor. I added a wall between the guest area and the sacrifice area to better separate them. To improve spatial rhythm and avoid empty visual zones, a staircase was introduced to guide composition and balance the scene. Design decisions were continuously evaluated and refined. At first, I considered using a huge mannequin or statue for the stairs, but it seemed too stylized, so I changed it to a more traditional Victorian-style staircase. 

Lighting played a key role in guiding attention toward the hero asset. A broken ceiling was introduced to allow moonlight to enter the space, creating a strong visual focus on the ritual altar while reinforcing the overall atmosphere.

Fig 2.8 Living Room Concept Sketch

Fig 2.9 Drawing Base 2

Fig 2.10 Relex Area Concept 1 (Too Stylized))

Fig 2.11 Relax Area Concept 2


Fig 2.12 Hero Asset Sketches

Fig 2.13 Frames in Hallway (Only Alive Character is Clear and Coloured)


INTERIOR SURFACE DESIGN & MATERIAL REWORK

The interior surfaces were developed through repainting and stylizing realistic textures sourced from online references using Photoshop, adapting them to fit a cohesive, semi-stylized visual direction. These textures were not designed from scratch, but reinterpreted to better match the tone and atmosphere of the environment.

After repainting, AI-assisted tools were used to generate seamless textures, minimizing visible tiling and texture seams when applied in Blender. All textures were further refined to maintain consistency between hand-painted stylization and AI-assisted outputs.

To reinforce the Victorian farmhouse aesthetic, a custom wainscot texture was created and applied across multiple architectural elements, including beams, moldings, skirting boards, ceilings, and columns, ensuring visual consistency throughout the space.

Material choices were also driven by environmental storytelling:

  • The hallway features black-and-white tiles, reflecting a high-traffic entrance area prone to dirt and wear.
  • Wooden flooring is used in the main living spaces to introduce warmth and contrast, while also aligning with traditional farmhouse interiors.
  • The guest area utilizes decorative wallpaper to emphasize its role as a presentational and memorable space.
  • The ritual space is also treated with wallpaper, symbolizing Timothy’s reverence and emotional attachment to his sister.
  • Other areas use worn painted plaster walls to convey age and the lived-in quality of a farmhouse setting.

Additionally, tin ceiling elements—commonly found in traditional farmhouses—were incorporated to enrich visual detail and enhance the historical atmosphere.



Fig 3.1 References

Fig 3.2 Painted Wainscot

Fig 3.3 Wallpaper Repainted (Blue Unused - Too Dark)


Fig 3.3 Worn Plaster Wall Repainted (Left)
Fig 3.4 Adjust Greyish, then AI-Assisted Tool Generated Seamless Texture (Right)

Fig 3.4 Tin Ceiling Repaint Attempt 1 (Unused - Too Bright & Too Clear)
Fig 3.5 Tin Ceiling Repaint Attempt 2

Fig 3.6 Painted Floor Tiles

Fig 3.4 Wooden Floor Repainted (Left)
Fig 3.5 AI-Assisted Tool Generated Seamless Texture


AMBIANCE EXPLORATION

Fig 3.1 Living Room Ambiance Attempt 1 (Too Bright)

Fig 3.2 Living Room Ambiance Attempt 2 (Maybe More Bluish or More Contrast)

Fig 3.3 Hallway Ambiance Attempt 1 (Hero Asset Too Dark)

Fig 3.4 Hallway Ambiance Attempt 2 (Hallway Too Bright)


Fig 3.5 Hallway Ambiance Attempt 3 (Need More Contrast)



FINAL ILLUSTRATION



Fig 4.1 Final Concept Illustration (Base Color)


Fig 4.2 Final Concept Illustration (With Lighting)


RENDERED SCENE
The fog of the first attempt rendered scenes are appearing overly washed out so I reduced the saturation level of the fog.  I also refined the lighting design. Instead of using a monochromatic lighting approach similar to Little Nightmares, I introduced stronger color contrast in certain scenes. This was done to enhance focal points and support environmental storytelling, allowing important elements to stand out more effectively. The color of dust particles is also adjusted according to the overall environment lighting.

Fig 5.1 Sacrifice Area Rendered Scene Attempt 1 (Scene Washed, Didn't Add Bloody Moon)

Fig 5.2 Sacrifice Area Rendered Scene Attempt 2 (Didn't Delete The Unused Meshes)

Fig 5.3 Sacrifice Area Rendered Scene Final

Fig 5.4 Hallway Rendered Scene Attempt 1 (Scene Washed, Hero Assets Not Highlighted)

Fig 5.5 Hallway Rendered Scene Attempt 2 (Changed Sunlight to Area Light - Edges Softer, Color Need Refinement)

Fig 5.6 Hallway Rendered Scene Attempt 3 (Highlighted Hero Assets, Hallway Environment Light Need Adjust 
According to Environment)

Fig 5.7 Hallway Rendered Scene Final

Fig 5.8 Guest Area Rendered Scene Attempt 1 (Scene Washed, Lighting Too Similar to Sacrifice Area)

Fig 5.9 Guest Area Rendered Scene Attempt 2 (Model of Fireplace Overlapped)

Fig 5.10 Guest Area Rendered Scene Final


Fig 5.11 Relax Area Rendered Scene Attempt 1 (Scene Washed)

Fig 5.12 Relax Area Rendered Scene Attempt 2 (Dust too Bright)

Fig 5.13 Relax Area Rendered Scene Attempt 3 (Supporting Light Added, Texture of Ceiling Overlapped)

Fig 5.14 Relax Area Rendered Scene Final


CHALLENGES & SOLUTIONS

1. Learning 3D Workflow from Scratch

Challenge
With no prior experience in Blender, building a complete environment required learning modeling, UV mapping, and optimization simultaneously.

Solution
Learned through iterative practice and tutorials, including efficient modeling techniques such as using textures with extrusion and loop cuts, as well as proper UV scaling and placement for better texture control.

Fig 5.1 UV Scaling

2. High Poly Asset Optimization

Challenge
Many downloaded assets were too high-poly for real-time use.

Solution
Applied retopology techniques using tools such as RetopoFlow and QuadRemesher. Balanced between manual control and automated solutions, while adjusting topology when auto-retopo produced unstable edge flow.

Fig 5.2 Retopoflow Screenshot

3. Texture Loss After Retopology

Challenge
Retopologized models caused texture misalignment due to UV changes.

Solution
Used high-to-low poly baking workflows. While baking in Blender presented issues, switching to Substance Painter improved baking reliability and accuracy. Another solution is to download low-poly assets, extrude them in Blender, and repaint the texture in Photoshop.

Fig 5.3 UV Misalignment

Fig 5.4 Extend Low-Poly Assets

4. UV Distortion & Material Issues

Challenge
Applying or modifying materials (e.g., extrusion) sometimes caused texture stretching and distortion.

Solution
Resolved UV issues by using proper seam marking, re-unwrapping, and applying sharp edges where necessary to maintain clean texture projection.

Fig 5.5 Mark Seam

5. Custom Texture Creation Workflow

Challenge
Some assets lacked usable textures or required stylistic adjustments.

Solution
Baked base maps in Blender, then repainted textures in Adobe Photoshop using color-coded base maps for clarity. Generated additional PBR maps (normal, roughness) using external tools and refined them through testing.




6. Stylization of Realistic Textures

Challenge
Original textures appeared overly realistic and inconsistent with the intended stylized horror aesthetic.

Solution
Repainted textures to reduce detail, control contrast, and adjust saturation. Incorporated stylistic references inspired by Little Nightmares, emphasizing brighter edges and darker recessed areas.



7. Lighting Consistency & Mood Control

Challenge
Balancing dramatic lighting (e.g., “bloody moon” concept) without overwhelming the scene.

Solution
Adopted a controlled color palette using low-saturation red, blue, and purple tones. Used soft falloff lighting and secondary cool lights (blue/green) to maintain visibility while preserving atmosphere.


FINAL REFLECTION

This project reflects my development from having no prior experience in 3D to building a complete environment pipeline, including modeling, texturing, and lighting.

Through this process, I learned to balance technical problem-solving with artistic direction, particularly in maintaining a cohesive stylized look while working with realistic and AI-assisted textures.

If given more time, I would further refine asset consistency and explore more advanced lighting techniques to enhance mood and storytelling.

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