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MA Univ. Level Design Final Project | Modern Solarpunk House

I took a Level Design class for my Master's program and made this little two-story house in two iterations for my assignments. Greenhouses and Earth homes were my inspiration for design, as the game takes place in a Solarpunk era.

Note: the rectangular city buildings, the skyboxes, and the indoor plants are asset store models.

The inner courtyard of a home in the Solarpunk Era, where Sustainability is an important considering in architecture, so the interior courtyard can house a garden for the growing of foods.
(The shrubs wave in the wind due to a vertex displacement shader)

The inner courtyard of a home in the Solarpunk Era, where Sustainability is an important considering in architecture, so the interior courtyard can house a garden for the growing of foods.
(The shrubs wave in the wind due to a vertex displacement shader)

This was my second and final iteration for the class, and only used my own assets besides the skybox.

This was my second and final iteration for the class, and only used my own assets besides the skybox.

PLANNING for Iteration 2 Environment and Level Design

PLANNING for Iteration 2 Environment and Level Design

Composition is important, right? 
Why Not place a Rule of Thirds image on your Camera canvas while you build, huh???

BTW, this grid texture is a shader I made, where I can stretch a primitive cube and the grid on the texture remains the same world scale.

Composition is important, right?
Why Not place a Rule of Thirds image on your Camera canvas while you build, huh???

BTW, this grid texture is a shader I made, where I can stretch a primitive cube and the grid on the texture remains the same world scale.

Placeholder elements for gameplay-relevant interactivity! These are gardening nodes, the red orb indicates danger, and the yellow, a story-relevant tool object is relevant.

Placeholder elements for gameplay-relevant interactivity! These are gardening nodes, the red orb indicates danger, and the yellow, a story-relevant tool object is relevant.

I loved this two-story window shot viewpoint because, following the plot of the game story, the second floor is inaccessible to the player at first, but they are still able to peak up there, inviting Curiosity.

I loved this two-story window shot viewpoint because, following the plot of the game story, the second floor is inaccessible to the player at first, but they are still able to peak up there, inviting Curiosity.

Little garden in your garden-house-inspired hallway leading from your Living Room to your Kitchen.....

BTW These windowed walls are just another primitive cube with my custom grid shader with an alpha grid for windows (and some other cubes to embellish)

Little garden in your garden-house-inspired hallway leading from your Living Room to your Kitchen.....

BTW These windowed walls are just another primitive cube with my custom grid shader with an alpha grid for windows (and some other cubes to embellish)

..... and out to your Courtyard where more plants thrive!

..... and out to your Courtyard where more plants thrive!

- - - This is an Earlier Iteration. - - -
It just ended up feeling a bit cramped for the game camera I wanted

- - - This is an Earlier Iteration. - - -
It just ended up feeling a bit cramped for the game camera I wanted

But it was really fun to make! A tree grows inside!

But it was really fun to make! A tree grows inside!

Clutter is Asset Store stuff. The purple hazard object indicates that room will be unlocked through story. the green emissive hologram objects indicate interactive elements such as a fridge to order supplies.

Clutter is Asset Store stuff. The purple hazard object indicates that room will be unlocked through story. the green emissive hologram objects indicate interactive elements such as a fridge to order supplies.

I made a stained-glass shader, as well as modeled most of what you see.
Plants and City are asset store models

I made a stained-glass shader, as well as modeled most of what you see.
Plants and City are asset store models

I like Living Walls. Do you?

I like Living Walls. Do you?

Solarpunk-inspired Setting (Iteration 1)

Solarpunk-inspired Setting (Iteration 1)

City View from inside the House

City View from inside the House

Unity Terrain Sculpt

Unity Terrain Sculpt

Residential Area. I love the Terrain Tools erosion brushes!!

Residential Area. I love the Terrain Tools erosion brushes!!

Rural area (would always be seen from a distance)

Rural area (would always be seen from a distance)

How to make a City with 2 assets!... Variation with Transform Scale tool, my beloved.

How to make a City with 2 assets!... Variation with Transform Scale tool, my beloved.

Hmmm... This looks like an important campus of buildings!

Hmmm... This looks like an important campus of buildings!

Why the long *house*? 
(haha, did you get the pun? Sorry about this, btw...) :)

Why the long *house*?
(haha, did you get the pun? Sorry about this, btw...) :)

Some plant stuff to wave in the wind

Some plant stuff to wave in the wind

The Floor Plan! (Artrage), tracing my Sims Test (See below)

The Floor Plan! (Artrage), tracing my Sims Test (See below)

Unity result!!

Unity result!!

The Sims Test! You know, to quickly test!

The Sims Test! You know, to quickly test!

I traced this and built from there, as you saw!

I traced this and built from there, as you saw!