A real-time environment study focusing on atmospheric lighting, composition, and environmental storytelling in Unity 6 (URP).
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𝐓𝐡𝐞 𝐋𝐨𝐫𝐞 & 𝐃𝐞𝐬𝐢𝐠𝐧
The scene visualises an alternate timeline of the Warcraft universe where the Cataclysm was halted not by Dragon Aspects, but by the fleet of Ambertide Isle.
The compositional focal point is the Central Tower, representing a beacon of safety in a hostile world. To emphasise this, warm, amber lighting was utilised for the keep’s interior to contrast against the cold, fel glow of "𝐓𝐡𝐞 𝐅𝐞𝐥-𝐖𝐚𝐫𝐝𝐞𝐫" (the skeletal remains of an alternate Deathwing) looming in the background. This "Warm vs. Cold" balance reinforces the narrative of a fortified bastion standing defiant against the remnants of corruption.
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𝐓𝐞𝐜𝐡𝐧𝐢𝐜𝐚𝐥 𝐖𝐨𝐫𝐤𝐟𝐥𝐨𝐰
➤ 𝐄𝐧𝐠𝐢𝐧𝐞: Unity 6 (URP)
➤ 𝐏𝐢𝐩𝐞𝐥𝐢𝐧𝐞: The workflow involved custom mesh editing in Blender and texture harmonisation in Photoshop to unify various asset sources into a single consistent fidelity.
➤ 𝐋𝐢𝐠𝐡𝐭𝐢𝐧𝐠: Real-time dynamic lighting was paired with custom SSAO settings to better ground the geometry and enhance depth perception.
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𝐂𝐫𝐞𝐝𝐢𝐭𝐬 & 𝐑𝐨𝐥𝐞𝐬
➤ Role: Level Design, Lighting, Terrain Sculpting, Composition, and Storytelling.
➤ 3D Assets: Constructed via kit-bashing various stylised asset packs. Geometry was heavily customised (Blender) and textures were hand-edited (Photoshop) to achieve a specific, cohesive art direction.