The Blicky Extendo Room is a 3D environment created for the 3D Experience Design course.
I worked in a team of three with Leon and Raffael to design a fight preparation room with a dark, moody style inspired by Call of Duty: Zombies. Each team member was responsible for three unique 3D models.
Our workflow involved modeling in Blender, texturing in Adobe Substance Painter 3D, and final assembly and lighting in Unity.
We brainstormed as a group to find a concept everyone was happy with. Based on these ideas, we built a moodboard and Raffael created the concept art below to guide the visual direction of the room.


Once the concept was solidified, we divided the modeling tasks:
To keep the project organized and allow for simultaneous work, we set up a GitHub repository and created a blockout of the scene in Unity.

We relied heavily on Prefabs for the layout, this was a deliberate choice to prevent Unity's scene files (which are saved as bytecode) from breaking when multiple people tried to sync their work at the same time. This setup made the collaborative process much smoother and avoided merge conflicts.
I started with the Metal Shelf because the geometry was simple. This allowed me to learn the texturing process with Substance Painter before moving on to more complex models.



Creating materials with Substance Painter was suprisingly easy and fun. I had a blast while creating the materials and i am very proud of the result.


Next was the Double Barrel Shotgun. This was a much bigger challenge. Modeling the organic, free-flowing curves of the wooden handle was a new experience for me, but I am really happy with the final result.



I focused the materials on making the gun look rundown and old to fit the zombies vibe of the environment.

Next was the Weapon Rack. This was a simpler task, but it still required attention to detail to ensure it fit well within the overall environment.



The rack was designed to hold various weapons and props, contributing to the immersive nature of the scene.


After the core models were finished, we decorated the room with our assets and additional props to make the space feel immersive. Since the room is very dark, we focused on choosing assets that integrated well and felt performant.
To make the scene feel like a living environment rather than a static one, theres several animated elements:
The final room successfully captures the dark atmosphere we were aiming for and matches our original creative vision for the 3D Experience Design project. We also recieved an amazing grade from the professor for our environment.
An immersive 3D interior environment featuring a dark, moody preparation room. Features custom-modeled weapons, assets and dynamic atmospheric lighting.
Modeling
Texturing and Material Design
Environment Assembly
Team Communication