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Chijike Dikeogu / ARCHITECTURE / ENVIRONMENT DESIGN
Architectural Visualization
Designing believable spaces for real and imagined worlds.
I use Autodesk Revit as an architectural planning and visualization tool within a broader 3D environment art workflow. Revit helps me resolve building form, floor plans, circulation, dimensions, infrastructure, scale, and spatial relationships before designs move into visualization, Blender production, and real time implementation.
01 / SELECTED WORK
Selected Projects
Architectural studies across fantasy, contemporary, historical inspired, science fiction, and game environment design.
01
Underwater Transit
Architectural development of an underwater transportation system combining rail, pedestrian circulation, structural planning, panoramic viewing areas, and real time environment design.
02
Egyptian Inspired Environment
A surface architectural study exploring monumental form, circulation, environmental context, scale, and fantasy reinterpretation.
03
Science Fiction Environment
Architectural and environment design exploring modular construction, circulation, technical spaces, lighting, and real time visualization.
02 / FEATURED CASE STUDY
Underwater Transit Tunnel
Architecture Meets Environment Design
An underwater transportation environment developed through architectural planning and real time environment design. Revit is used to resolve spatial planning, circulation, dimensions, structural relationships, and architectural form before the environment progresses into visualization, Blender production, and Unity.
DESIGN BRIEF
The Problem
The environment required more than a visually convincing tunnel. It needed believable circulation for trains, pedestrians, cyclists, maintenance personnel, and emergency movement while preserving panoramic underwater visibility and functioning as a modular game environment.
Player Scale
Establish believable dimensions while accommodating gameplay and camera requirements.
Visibility
Preserve underwater views while maintaining architectural readability.
Circulation
Separate rail, pedestrian, bicycle, and maintenance circulation.
Modularity
Develop repeatable architectural modules that can extend across the environment.
Atmosphere
Balance architectural clarity with the fantasy and science fiction identity of the world.
Performance
Translate architectural complexity into efficient real time geometry.
PROCESS
Concept & Ideation
SPATIAL DEVELOPMENT
Blockout
Testing the Environment in Engine
Initial blockouts establish overall tunnel scale, player movement, rail placement, circulation, and the relationship between major architectural zones.
When architectural questions become difficult to resolve efficiently inside the game engine, the design moves into Revit for more deliberate spatial development.
PRIMARY DESIGN TOOL
Architectural Development / Revit
ARCHITECTURAL VISUALIZATION
Visualization
GAME ASSET PRODUCTION
Blender Reconstruction
Revit
Architectural form, circulation, measurements, spatial relationships, and visualization.
Blender
Geometry reconstruction, optimization, UV preparation, materials, detailing, and production asset development.
Unity
Real time materials, collision, lighting, environment assembly, gameplay scale, and optimization.
DESIGN EVOLUTION
Before & After
Revit / Preproduction
Final Environment
TECHNICAL ART
3D Model & Materials
MODEL EXPLORATION
Interactive 3D Model
REAL TIME ENVIRONMENT
Unity & Level Design
ATMOSPHERE
Lighting & FX
PROJECT DATA
Specifications
- Project Type
- Underwater Transit Infrastructure
- Environment
- Underwater
- Prototype Length
- 30 meters
- Rail Tracks
- 2
- Primary Design
- Autodesk Revit
- CAD
- AutoCAD
- 3D Production
- Blender
- Visualization
- Twinmotion / Lumion
- Real Time Engine
- Unity
03 / ARCHITECTURAL STUDY
Egyptian Inspired Surface Environment
Monumentality, Climate, Scale & Fantasy
Architectural exploration of a surface environment informed by monumental form, environmental context, circulation, and fantasy worldbuilding.
CONCEPT
Design Development
04 / ARCHITECTURAL STUDY
Science Fiction Environment
Modular Architecture & Real Time Space
A science fiction architectural study combining modular design, technical circulation, lighting, visualization, and game environment production.
PROCESS
From Architecture to Real Time
05 / PROCESS
Architectural Workflow
The exact pipeline changes with each project. Revit acts as an architectural problem solving tool rather than a replacement for dedicated game art software.
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01
World / Site
Maps, references, GIS, terrain, worldbuilding, and environmental context.
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02
Blockout
Establish scale, major forms, circulation, gameplay, and spatial requirements.
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03
Revit / CAD
Resolve architectural form, plans, dimensions, infrastructure, and spatial relationships.
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04
Visualization
Evaluate material direction, atmosphere, lighting, human scale, and architectural presentation.
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05
Blender
Rebuild or optimize geometry, UV, texture, detail, and prepare production assets.
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06
Real Time
Implement materials, collision, lighting, level design, gameplay requirements, and optimization.
06 / TOOLSET
Software & Tools
Primary and supporting tools used across architectural visualization and environment production.
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