This project was created for my final year at university. The goal was to create a small environment that could be used in a virtual production studio.
For my virtual production scene, I focused on environmental storytelling. I planned a series of events that led up to the moment captured in the environment. The idea was that a test subject had been locked in a white room and had broken out through the door, leaving signs of escape.
inline_Image[originalsketch.png|Original Sketch of scene]
To support this, I included a crumbling wall, shattered glass, dented electronics, and a door that had clearly been forced open.
Having a mood board was very helpful for defining the visual direction. I iterated on the idea using a blockout to test layout and structure before placing any assets.
inline_Image[moodboard.png|Mood Board Reference]
inline_Video[blockout.mp4|Initial Scene Blockout]
Originally, I designed the space as one large room, but splitting it into two created contrast and helped the storytelling. An early idea was to use a corkboard filled with notes, but this proved to be inefficient as the details wouldn't be visible in the final shot.
All objects were modeled using a subdivision workflow, allowing me to bake high-quality details into low-resolution meshes for efficient texturing.
inline_Image[optomisedtvmesh.png|Optimized TV mesh]
I used Substance Painter for texturing, referencing real-life counterparts to match realism. The cushions in the padded room were simulated with crease details, baked, and reused in different orientations to save resources.
I put extra effort into smaller props like the notes on the table to enhance realism. These included hand-written content and drawings to contribute to the story.
One of the most time-consuming tasks was replacing all blockout elements with final models. Once I had enough generic objects built, I reused them in different parts of the scene—like the shelf next to the safe—to make it feel more lived-in.
Custom posters and blackboard textures further added to the realism and narrative depth.
A key feature of the environment is the broken wall and shattered glass. I created this using Houdini, applying RBD simulations to both elements.
inline_Video[houdinisimulation.mp4|Wall and Glass Simulation in Houdini]
Houdini’s material fracture tools enabled realistic fragmentation, and the UVs were prepared beforehand so textures appeared correctly on both the wall and scattered debris.
One asset I was especially pleased with was the control panel. It was bent and twisted as real metal would behave, based on visual research into how metal breaks in real-world scenarios.
inline_Image[controlpanel1.png|Control panel metal]
The hallway light animation was created using Unreal Engine’s sequencer. It used two spotlights rotating to mimic realistic light motion. However, light reflections in the glass created unwanted visual issues.
I solved this using Unreal’s light channel system, which lets you choose which objects respond to specific lights. Disabling problematic reflections greatly improved the scene’s look.
inline_Image[lightingchannels.png|Using Lighting Channels in Unreal Engine]
Overall, I’m very happy with how the scene turned out. It feels believable and functions well in a virtual production setting, mixing CG and real actors seamlessly.