Environment designs and 3D maps built for our games, for client work, and for the fun of rebuilding somewhere we liked. All modeled, textured, lit and rendered in Blender. Click any image for the full-resolution render.
Every environment here is modeled from scratch — no marketplace kitbashing. We block out the space first, build the hero assets, then spend most of the time on lighting, because lighting is what makes a room feel like somewhere real.
Assets that end up in a shipped game get a second pass for performance: poly budgets, baked lighting where it makes sense, and texture atlases so the scene still runs on a phone.
We also take on environment commissions outside our own games — interiors, product spaces, and architectural visualisation.
We take on commissioned 3D work alongside our own titles. Tell us what you have in mind.