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CHIJIKE DIKEOGU / 3D ART / LEVEL DESIGN
3D ENVIRONMENT ART & LEVEL DESIGN
Building playable worlds from blockout to final implementation.
I create modular environments, architecture, terrain, props, materials, and gameplay spaces through 3D modeling, sculpting, UV development, PBR texturing, level design, lighting, optimization, and real time implementation.
01 / PORTFOLIO LIBRARY
Selected 3D Work
Environments, modular architecture, props, materials, terrain, level design, and technical art.
01
Environment Art / Modular Architecture
Underwater Transit Environment
Blender / Substance / Unity
View Breakdown →
02
Environment / Terrain
Surface Environment
Blender / Terrain / Unity
View Breakdown →
03
Modular Environment
Science Fiction Environment
Blender / Substance / Unity
View Breakdown →
04
Props / PBR Assets
Environment Prop Library
Blender / ZBrush / Substance
View Assets →02 / FEATURED ENVIRONMENT
Underwater Transit Environment
Modular Environment Art & Level Design
A real time underwater transportation environment developed through modular modeling, spatial blockout, architectural planning, material production, optimization, lighting, and Unity implementation.
PROJECT CONTRIBUTION
What I Built
Environment Modeling
Modular architectural components, structural pieces, props, and environment assemblies.
Level Design
Player routes, spatial organization, circulation, landmarks, and gameplay scale.
Materials
UV development, PBR texture production, reusable materials, and surface variation.
Implementation
Unity assembly, collision, lighting, environment setup, and optimization.
01 / FINAL WORK
Final Environment
The completed environment is presented first. The sections below break down how the scene was constructed and implemented.
02 / DESIGN INTENT
Reference & Direction
Design Goal
Establish a readable underwater transit environment that combines transportation, pedestrian circulation, structural repetition, panoramic visibility, and believable player scale.
Environment Requirements
- Two train tracks
- Pedestrian walkway
- Bike path
- Maintenance access
- Panoramic underwater visibility
- Modular expansion capability
03 / LEVEL DEVELOPMENT
Blockout & Player Scale
Questions Tested
- Is the tunnel readable at player scale?
- Are pedestrian and rail routes distinct?
- Can players understand major destinations?
- Are structural modules repeatable?
- Does the space support later expansion?
04 / ASSET CONSTRUCTION
Modular Modeling
Structural Rib
Glass Panel
Floor Module
Rail Module
Walkway Module
Maintenance Module
05 / TECHNICAL BREAKDOWN
Geometry & UV
06 / SURFACE DEVELOPMENT
Materials & PBR Textures
PRODUCTION COMPARISON
Before & After
Blockout
Final
07 / PLAYABLE SPACE
Level Design
MODEL INSPECTION
Interactive 3D Model
08 / REAL TIME
Engine Implementation
Collision
Gameplay collision and movement boundaries.
Optimization
LOD strategy, mesh reuse, and performance considerations.
Materials
Real time materials and reusable surface systems.
Lighting
Lighting and atmosphere supporting readability and mood.
PRODUCTION HISTORY
From Blockout to Final
03 / ENVIRONMENT STUDIES
Additional Environments
Additional work demonstrating different architectural languages, production methods, terrain, materials, and gameplay spaces.
Environment Art / Terrain
Surface Environment
Environment study focused on monumental architecture, terrain integration, material variation, and environmental composition.
Modular Environment / Real Time
Science Fiction Environment
Modular science fiction environment focused on reusable architectural pieces, material systems, lighting, and real time assembly.
04 / ASSET LIBRARY
Props & Modular Assets
Individual environment assets showing modeling, topology, UVs, PBR materials, and in-engine use.
05 / TECHNICAL ART
Technical Art & Pipeline
Tools and systems are presented through the production problems they solve rather than as isolated technical demonstrations.
Material / Shader System
- Problem
- Describe the production problem.
- Solution
- Describe the tool or system.
- Result
- Describe how it improved the environment workflow.
Environment Production Tool
- Problem
- Describe the repetitive or technical production problem.
- Solution
- Describe the implemented workflow or automation.
- Result
- Describe the production result.
06 / PIPELINE
Environment Art Workflow
- 01 Reference Research & Direction
- 02 Blockout Scale & Gameplay
- 03 Model Modular Production
- 04 Sculpt High Poly Detail
- 05 Optimize Game Geometry
- 06 UV Texture Preparation
- 07 Texture PBR Materials
- 08 Implement Unity / Unreal
- 09 Light Atmosphere & Readability
- 10 Optimize Performance & Polish
07 / PRODUCTION TOOLS
Software & Tools
Tools used across environment modeling, texturing, terrain, level design, visualization, and real time production.
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