Environment Design

2025.04.23-2025.08.01

Rachel Yeo Rong Qing / 0368901

Environment Design / Bachelor of Design (HONS) in Creative Media

CONTENT



INSTRUCTIONS

For this subject, Mr. Kannan allowed us to combined it with Game Art. Therefore, as same with Game Art progress, I select a unique world as art direction from existing game. We need to create a building with some asset design including building exterior and interior. At the end we need to create a 3D of our building, either exterior or interior. To combined with Game Art more easier, I decide to go with exterior. 

Firstly, I did some research on internet. Due to I in love with Japan traditional style, I decide to create some stuff like this type of style. Based on this, I decide to go with It takes two : Cuckoo Clock Map as the art direction. I planning to combine the Japanese style together with the medieval European style. Due to the art direction is the Cuckoo Clock Map so I will try to add some gear as the element in the props design also.

Reference screenshot in game

Since the art direction has been decided, I start to create my moodboard through the picture that I found in Pinterest. I decide to set the building concept in the Meiji era, a time when Japan began to open up to the Western world so it combines traditional Japanese architecture with British Victorian-style interiors, with a touch of fantasy.

Moodboard


Fundamental Exercise

In the fundamental exercise, Mr. Kannan ask us to done the perspective drawing, composition, value painting, ambience study, color management, set design and photobashing. 

Through these tasks, I have learn how to create depth, mood and balance within a scene. I have also explored color management techniques to support emotional tone and applied set design to develop focused storytelling moments. Through photobashing techniques, I have learn how to enhance realism and detail efficient while maintaining a consistent art style. These fundamental exercise s has improved my technical abilities and taught me how to think critically about worldbuilding and the visual language of game environments. 


Project 1

For this Project 1, I have been tasked to developed a location based in the chosen theme and story setting. Based on the moodboard I done before, I try to explored various ideas through thumbnail sketches focuses on the silhouette, composition and narrative clarity. I have created five different composition thumbnail and I choose one of it to make it more detail, followed by value paintings to refine lighting and depth. Hence, I applied ambience studies to bring mood and tone into the scene. 

Through this Project 1, I have learned the importance of strong silhouette design, functionality and storytelling in prop creation. Starting from concept thumbnails to orthographic views and material callouts, I explored how form and function work together to make a prop feel believable and grounded in its environment. The ambience study has helped me better understand how to create immersive environments that support storytelling through visual design. One of the key challenges was balancing visual interest with practical use, but it helped me improve my design thinking and attention to detail. This project gave me a deeper understanding of how a single prop can contribute to worldbuilding and narrative in game art.


Project 2

Once I done the Project 1, I proceed to Project 2. In this project, we need to continue developed the world that we created in Project 1 by designing an interior space that reflects the lifestyle and story of its inhabitants. Before I start, I create my moodboard by collect the references through Pinterest. 

Next, I started with thumbnail sketches of my interior design. I have try to explored different spatial layouts and narrative possibilities. In this stage, I have created 5 different thumbnails to develop into value studies and ambience explorations which focusing on mood, lighting and storytelling. 

After that, I choose the thumbnail that have the best expression to further proceed. I starting with the line art due to I was more used to this starting way, then followed by value, color and final polished. Hence, my Project 2 has been done. 

This project has helped me understand how interior design can visually communicate character, culture and function. It also reinforced the importance of visual consistency and worldbuilding when expanding from a single asset to a full environment. From moodboard to ambience studies, I focused on creating a space that feels lived-in and narratively meaningful. It taught me the importance of atmosphere, layout and visual storytelling in interior design.


Final Project

For the Final Project, I have been tasked to developed a cinematic game environment using the hero props and modular asset kit that I previously designed. This work is combined together with the Game Art Final Project. 

Therefore, I have finalize the hero props through 3D but also polished it by using Procreate to gave it some background and have the storytelling. 

This has challenged me to further develop on Blender skills and also photobashing techniques. I need to think more deeply about composition, lighting and storytelling in a larger environment. It pushed me to polish my designs, maintain consistency, enhance the functionality and create a visually immersive world. Overall, it was a rewarding experience that strengthened my skills in environment storytelling and production-ready presentation.



REFLECTIONS

Throughout the Environment Design projects, I had the opportunity to explore the process of building a game-ready world from scratch which is starting with a single hero prop and expanding it into a fully realized interior and exterior environment. I chose to design a mystical and abandoned temple environment, focusing on ancient architecture, natural overgrowth, and subtle narrative elements that hint at a forgotten past. This theme guided my visual decisions across all stages of the project. 

In the early phases, I created mood boards to break down key elements such as texture, lighting, and structural form. Thumbnail sketches helped me explore different layouts and storytelling angles, while composition studies allowed me to find the best way to lead the viewer’s eye and communicate mood. I continued refining these ideas through value and ambience studies, experimenting with contrast, lighting direction, and atmosphere to evoke a sense of mystery and history. 

For the interior scene, I focused on designing a sacred chamber that reflects the culture and ritual practices of its long-gone inhabitants. I aimed to make the space feel functional, symbolic and slightly eerie through the use of dramatic lighting and detailed set dressing. The exterior scene showcased the temple’s surroundings, I need to integrating natural elements and ruins to highlight how the environment has aged and evolved over time. 

One of the most challenging aspects was keeping consistency across all elements, especially in terms of scale and visual language. However, through constant iteration and feedback, I learned how to unify my designs while still creating variety and interest. I also gained a better understanding of color harmony, value control, and how to use props and composition to tell a story without words. 

Overall, this project helped me grow both technically and creatively. It improved my ability to plan, research, and execute a full environment design from concept to final render. More importantly, it deepened my understanding of how every design choice, whether it’s a material texture or camera angle, it can enhance the narrative of a game world.




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