Hi ,This is the first week report if my progress making an ancient Chinese courtyard facing a shrine that is corrupted, the idea was to make it a boss battle scene similar to the environmental concepts in black myth wukong
This project focuses on developing a modular temple courtyard environment with emphasis on composition, scale, and reusability. The workflow prioritizes clear focal hierarchy and consistent metrics so assets can be efficiently authored, reused, and iterated across the scene.
Design Goals
Maintain a strong modular workflow for efficiency and repeatability.
Create a clear silhouette and composition hierarchy across structures and props.
Use lighting and props to reinforce a “sacred but corrupted” atmosphere.
What I Did
Scoped hero assets (Main Temple and courtyard focal) and defined secondary structures and prop sets.
Built a full environment blockout using a modular workflow, emphasizing readability, composition, and scale.
Established modular system standards and consistent metrics for stairs, platforms, railings, and pillar kits with a unified grid and pivots.
Designed building sets with shared structure but varied silhouettes to support hierarchy.
Used the blockout phase to establish clear visual hierarchy with the temple as the primary focal point.
Authored a production plan with asset categorization, quality tiers, and a Definition of Done per stage.
Developed pipeline documentation covering concept references, blockouts, modeling/texturing guidelines.
What I Plan To Do- WEEK 1
Finalize the main temple structure and roof system.
Introduce lighting and atmosphere (warm vs. cool contrast).
Add corruption elements to support the narrative.
Refine the courtyard as the central focal area.
Develop talisman flags and prop placement for storytelling.
Game Environment Asset Checklist
This checklist organizes all assets required for the build. Use the checkboxes to track completion and note quantities or variants as specified.
Hero Assets
Main Temple — 1 unit
Courtyard — 1 unit (high‑detail focal area)
Secondary Structures
Building Type A — 2 units
Building Type B — 2 units
Watch Towers — 2 units
Modular Systems
Stair System — used across entire environment
Platform System — height variation blocks
Railing System — variants: straight, corner, pillar
Completed this week:
• Continued environment assembly and layout refinement
• Integrated modular architecture into the main scene
• Worked on custom wall material creation in Substance Designer (height, normal, roughness, AO workflow)
• Applied and tested the material inside Unreal Engine
• Continued foliage and environmental placement
• Refined pathways and large-scale scene composition
• Improved scene readability and focal hierarchy around the central temple
Current scene status:
The primary architectural structures and world layout are established. The environment silhouette and visual hierarchy are beginning to read more clearly from a distance, while vegetation and environmental elements are helping create a stronger sense of scale.
Next steps:
• Finish remaining blockout structures
• Continue material pass on unfinished assets
• Create hanging lantern assets and environmental props
• Add snow accumulation and blending pass
• Begin night lighting and atmosphere polish
Still focusing on balancing world-building, materials, and composition before moving into final polish.
Completed this week:
• Continued environment assembly and layout refinement
• Integrated modular architecture into the main scene
• Worked on custom wall material creation in Substance Designer (height, normal, roughness, AO workflow)
• Applied and tested the material inside Unreal Engine
• Continued foliage and environmental placement
• Refined pathways and large-scale scene composition
• Improved scene readability and focal hierarchy around the central temple
Current scene status:
The primary architectural structures and world layout are established. The environment silhouette and visual hierarchy are beginning to read more clearly from a distance, while vegetation and environmental elements are helping create a stronger sense of scale.
Next steps:
• Finish remaining blockout structures
• Continue material pass on unfinished assets
• Create hanging lantern assets and environmental props
• Add snow accumulation and blending pass
• Begin night lighting and atmosphere polish
Still focusing on balancing world-building, materials, and composition before moving into final polish.