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PARADISE

Different lighting scenarios can be switched on/off easily. The majority of lights are instanced so they can be adjusted with a single slider.

Different lighting scenarios can be switched on/off easily. The majority of lights are instanced so they can be adjusted with a single slider.

Design elements like windows and railings were created to real world measurements so they could be reused everywhere.

Design elements like windows and railings were created to real world measurements so they could be reused everywhere.

Many elements in the town are distributed through randomized GeoNode setups. Housing blocks and districts can be set up easily, power lines can be drawn through them.

Many elements in the town are distributed through randomized GeoNode setups. Housing blocks and districts can be set up easily, power lines can be drawn through them.

The windows use the fantastic POM setup from Mr.Rolord. I added some further functionality on top: The shader randomizes emissive, color temperature and window shutters and can be edited with a simple node setup.

The windows use the fantastic POM setup from Mr.Rolord. I added some further functionality on top: The shader randomizes emissive, color temperature and window shutters and can be edited with a simple node setup.

Almost every asset used in the wide shot is a collection instance. This way the changes to the assets propagate forward and the scene stays performant in viewport.

Almost every asset used in the wide shot is a collection instance. This way the changes to the assets propagate forward and the scene stays performant in viewport.

Sci-Fi x Citypop // Focus on Art Direction and a non-destructive & fast-iteration setup.
I wanted to create an urban environment with a unique but believable art direction, like a PS1 era fever dream. On top of that the whole scene setup is non-destructive and extremely versatile: Every bit of architecture can be replaced and edited easily (and changes are instantly propagated to the entire city). Most assets were custom designed and modelled for this in Plasticity (I used some scans to populate close up shots).