Most of the 3D environment assets in the game are edge-modelled, as they are man-made surfaces and it gives them a nice, lowpoly look.


But at the same time, I didn’t want the assets to be too lowpoly, or too reliant on textures. I knew texturing wasn’t exactly my strong suite, so I wanted to get as much detail into the model itself while still maintaining the lowpoly look, both for visual interest and my own sanity. So a lot of detail is packed into a little more geometry – extruding in the cabinets, connecting table legs, bevelling the edges, and having extrusions rise in increments like the base of the clock or the top of the fireplace.
Also, for many of the props and furniture, I took inspiration from the environments around me, both growing up and now. I took a picture of under the kitchen sink in my dorm to 3D model under the kitchen sink in Oh, Rats!; the oven is, from memory, a recreation of the oven my family use when we holiday in Scotland; and the fireplace setup and kitchen cabinet (you’ll notice it’s the same one from my moodboard, just repainted) are lifted directly from pieces of furniture at home.



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