Progression 3


Added wires both inside and out of the building, i did not use curves for this since it created more trouble for me. I instead extruded a cylinder many times for each wire


Added more onto the car, adding wheels, lights and windows


Last was adding grass around the house and extending the fence around it. A also used some sculpting tools on the ground

Progression 2


Learned how to UV map early and apply textures as well as materials


Proceeded to add more into the room


Added even more assets both big and small


Used curves to make flasks and test tubes, adding a glass material to them afterwards


Camera Angles

Looking at some camera angles i could use in taking shots of my pre visualization scene i recapped and learned what type of connotations they can have.

Establishing shots used in both films and games in order to give the audience or player an idea of the environment they are about to be placed in, this shot is usually a very wide or extreme wide shot. This can be further changed to an angle perpendicular to the ground, in the air but at an angle and then a birds eye view.

Of these shots i will be including the establishing shot that is perpendicular to the ground, since i will be creating a pre visualization centered around a building i do not think that a top down view of the area will give much information about the surroundings

A few more camera angles i am interested are low angle shots and long shots. The low angle shot make the subject seem more powerful or imposing on the viewer, something what will be complementary to a scene with a sinister atmosphere


The long shot can be used to fit alot of information into one scene, i will use this at least twice for inside and outside of the building. Angling it right can create a sense of balance or symmetry  around a point or subject.




Deciding to go into my idea of a lab or facility and develop the idea further i have moved onto looking at existing games to see how they use and place objects and lighting to creat an environment and atmosphere.

Portal 1/2

In early parts of the game the game often does not have a visible source of light however the rooms are significantly bright, nearly vibrant however near towards the ends of the game alot of shadows are used to help create the atmosphere, the atmosphere itself makes the player feel more uneasy as they progress through the story and discover secret. The use of shadows is something i will look into making the best out of as it will help with the sinister and uneasy atmosphere im hoping to create with my scene.



The gameplay environment itself in this game, when going into missions etc, wont help my ideas however the facilities available to the player on the ship will help me to identify the types of things one might use when conducting research on things not yet possible in reality.


Payday 2

The third main game i will be drawing inspiration from is Payday 2, the research facility will be located in a shed or small warehouse and payday has plenty of these and can show me how the lighting works in a building as such.


Other games i will be considering looking at are Kerbal space program, Penumbra, Omikron and Half-life