Environment
Here I showcase my work and progress in environment art, with a focus on composition, lighting, and storytelling through spatial design. From atmospheric horror scenes to mystical architecture and detailed interiors — each project explores how environments can set mood and narrative.
045 Fantasy Farmhouse | Stylized Environment
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„Fantasy Farmhouse“ is a stylized environment I created as a personal exercise in stylized environment art and rendering. Everything was modeled and rendered in Blender and textured in Substance Painter.
Instead of optimizing the scene for real-time use, I decided to concentrate on the two areas I wanted to push the furthest: color design and lighting.
For the texturing I worked in Substance Painter and kept the materials deliberately painterly: soft gradients and visible variation instead of realistic surface detail. The palette is built around a warm, sunlit foreground of yellow-greens, warm wood tones and a terracotta roof, set against a cool blue sky and the teal window glass. That warm cool contrast is what keeps the image readable even though the frame is densely filled.
The biggest learning step came at the end of the pipeline. I worked my way into Blender’s compositing editor for the first time and used it to shape the final image: glow, atmospheric depth and color grading are all handled there rather than baked into the raw render. I also used light linking for the first time, which allowed me to light individual elements of the scene without affecting everything around them. That gave me far more control over where the eye is guided and how bright the focal points read.
This project changed how I approach lighting. Instead of treating it as a final step, I now plan it together with the color palette from the start. While I am happy with the mood and the overall composition, I see clear room to grow – Especially in the variation and silhouettes of the individual plants, and in pushing my compositing setups further in future scenes.
040 Radiostation | VR-Environment [Semester Project]
For this environment project, I used Blender for the complete modeling, layout, and UV unwrapping process, while the texturing and material creation were executed in Substance 3D Painter. Additionally, I utilized Photoshop and Illustrator to design custom alpha textures and decals for the control panels and signage.
My focus was on advancing my skills in environmental storytelling and atmospheric interior lighting. I aimed to build a cohesive, narrative-driven space by managing props and establishing a strict, era-appropriate color palette.
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032 The Cabin | Game [Semester Project]
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This project is my first completed game with Unreal Engine.
It tells a short, mysterious story set in a quiet forest and an old wooden cabin. The atmosphere shifts between curiosity and unease as the player explores and uncovers small narrative elements hidden in the environment.
Creating this project was a huge learning experience for me. Along the way, I faced challenges with performance optimization, Blueprint scripting, UI design and video and sound integration inside the engine. I also experimented a lot with lighting and atmosphere to achieve the deep blue nighttime look that defines the scene.
All 3D assets in this game were modeled with blender by me.
Textures were mostly sourced from Freestylized.com, and voice acting was generated using ElevenLabs.












































