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Dark Signal

Dark Signal is a stylized 3D environment project I developed over the past three months, depicting a fully operational underground surveillance room. Designed to feel immersive and dynamic, the scene is filled with high-tech monitoring equipment, industrial structures, and atmospheric lighting that enhances the sense of secrecy and control.

I took a stylized approach to the project, hand-painting most textures while using Substance Designer for key materials like metal surfaces, walls, and flooring. All assets were created in Maya and ZBrush, textured in Substance Painter, and brought to life in Unreal Engine. The project allowed me to refine my skills in texturing, lighting, and composition while exploring environmental storytelling through a blend of realism and stylization.

Dark Signal: An Underground Surveillance Room

Time Taken – 3 months Role – 3D Environment Artist Tools and Software Used – Maya, ZBrush, Substance Painter, Substance Designer, and Unreal Engine

Brief – Develop a 3D environment based on a chosen theme. I selected a Secret Headquarters concept, designing an underground surveillance room with a stylized approach. The goal was to create a space that felt abandoned but still active, telling a story through its details and atmosphere.

Process and Challenges – I started with a blockout in Maya, refining the structure to ensure proper composition and readability. The biggest challenge was balancing the clutter and storytelling elements while maintaining a clean layout. Most of the asset textures were hand-painted to give the scene a distinctive stylized look, with Substance Designer used for key materials like the floor, walls, and metal elements. I iterated on lighting multiple times, as I wanted to create a moody, cinematic atmosphere. One of the challenges was achieving a believable worn-down look while keeping the scene readable in different lighting conditions.

Solutions – I focused on refining the details through a mix of procedural and hand-painted textures, adjusting wear and tear for storytelling. Lighting was adjusted to enhance focal points and create depth. To add immersion, I incorporated small details like scattered papers, flickering screens, and subtle fog. I also ensured that props contributed to the narrative—items like an evidence board, overturned chairs, and discarded food reinforced the sense of abandonment.

Target Audience – Game studios looking for stylized environmental artists, particularly those working on games with strong visual storytelling elements.

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