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PROJECT:

MOE'S DINER

moe's diner

This project is a reimagining of the very first environment level I created. I revisited the original concept with fresh eyes and stronger skills, using it as an opportunity to push my abilities further.

Throughout the process, I gained valuable experience in crafting damaged and destroyed props, and focused on hand-painting textures to achieve a believable, weathered aesthetic. It was a rewarding way to see how far I’ve come—and to bring new life to an old idea!

TOOLS

  • UNREAL ENGINE 5
  • BLENDER
  • SUBSTANCE PAINTER
  • ADOBE PHOTOSHOP

skills

  • STAGING
  • UV MAPPING
  • HARD SURFACE MODELING
  • TEXTURING & NOTE SETUP
  • LIGHTING

completed
july 2024

Here’s the reference board I used throughout this project—it includes the architectural inspiration behind the building design, along with a selection of props I modeled. I’ve also included my first iteration of the map, which was actually the very first environment level I ever created. I was really drawn to the original mood and atmosphere, so I made sure to preserve that feeling in this updated version.

Here’s the reference board I used throughout this project—it includes the architectural inspiration behind the building design, along with a selection of props I modeled. I’ve also included my first iteration of the map, which was actually the very first environment level I ever created. I was really drawn to the original mood and atmosphere, so I made sure to preserve that feeling in this updated version.

Here’s the reference board I used throughout this project—it includes the architectural inspiration behind the building design, along with a selection of props I modeled. I’ve also included my first iteration of the map, which was actually the very first environment level I ever created. I was really drawn to the original mood and atmosphere, so I made sure to preserve that feeling in this updated version.

These shots highlight the process of placing props throughout the environment, with a focus on using layout and detail to tell a story. My goal was to convey a sense of chaos and abandonment that fits the apocalyptic setting, while still guiding the viewer’s eye through the scene in a natural, intentional way.

Here’s the reference board I used throughout this project—it includes the architectural inspiration behind the building design, along with a selection of props I modeled. I’ve also included my first iteration of the map, which was actually the very first environment level I ever created. I was really drawn to the original mood and atmosphere, so I made sure to preserve that feeling in this updated version.

These shots highlight the process of placing props throughout the environment, with a focus on using layout and detail to tell a story. My goal was to convey a sense of chaos and abandonment that fits the apocalyptic setting, while still guiding the viewer’s eye through the scene in a natural, intentional way.