About the project
Lately, the absence of engaging in environment modeling due to various assignments sparked an initiative within me. I decided to craft a segment of the AAA world in a new project. On one hand, I yearned to experience artwork creation over an extended period, documenting the journey effortlessly, which will act as a rich log for future reflections. This somewhat mirrors the years-long endeavors of Renaissance artists. Though, I'm not chasing a years-long mission; a three-month project sounds thrilling enough. Given my daily dedication of a maximum of two hours, that totals around 180 hours—equivalent to a month's production in a full-time job. This time frame will be a cornerstone as I delineate my vision for the project.
It's a Game Environment Project
Now, let’s saunter into the game development realm. I'm keen on not only crafting artwork but also ensuring it adheres to technical norms. Hence, I foresee myself delving into level setups and optimizations within Unreal Engine, enriching my repertoire. You're probably already familiar with the pipeline among Blender, Substance Painter, and Unreal from previous endeavors.
Throughout the process, whether it's through discoveries or resolute progression, I'm documenting live logs, aggregating them in a playlist.
In essence, my objective is to create an interactive space. I'm inclined to intertwine it with a narrative. As a user, while scavenging for loot in a game, I decided to craft a level piece resembling a psycho doctor's office. By solving puzzles or exploring the level, you can stumble upon various loots and a mini-story. The primary criterion was to tell a story—an aspiration rooted in the past. Despite its compact spatial structure, I aim for a content-rich environment. The ambiance aims to evoke a mysterious vibe, insinuating dark undertakings.
Production Log
The initial narrative, visuals, and process videos unfolded as follows:
- Here's the short video for the 2D layout and story concepts.
In this research, I aim to find a bunch of good compositions in terms of art and storytelling. There are some camera spots that aren't visible on the following sketch yet. Here is the initial discovery on based the timeline and quality target.
Project Full Logs will be collected on the YouTube playlist: Psych Work Log Playlist
- I'll make shorter videos share them here and update the post. This is such an optimistic wish. I hope I can find a time to do that.
Story Development:
A 'Sanity Room,' the haven where the doc alleviates minds from the shackles of insanity. Besides work-centric props, personal belongings also lay scattered.
Upon a crucial discovery on the map sprawled on the floor, the doc hastily vacated the room. The carpet was shoved aside to accommodate the map and slightly pulled back later.
A portion of the map is absent—either taken by the Doc or perhaps the doc was abducted, leaving behind a problem.
It’s a gloomy, maniacal place where the doctor administered illicit treatments—erasing memories or implanting false ones. Before the treatment, a ghastly liquidation of the brain takes place through nano chemicals, a horrific spectacle indelibly etched in every patient's memory.
The doc's personal touch is evident—a picture with his child, a red hat similar to the one worn by the boy in the picture, and an official accolade from when his practice was lawful.
The scene hints at a possible abduction, with unfinished meals and a chaotic sprawl of cargo, chemicals, and other items.
The heating system, running through pipes across rooms, the collectible objects tucked in various corners, and a locked door with its key concealed somewhere in the room, add layers to the environment.
In subsequent posts, I'll delve into design decisions. Live broadcasts and recordings have already leapfrogged this blog post series. Should you wish to witness the ensuing phases, do check out the playlist.
Stay tuned, and much love.


