chijikedikeogu
Skip

architectural Visualization

Post has published by Chijike Dikeogu

Currently updating Web Page

Check Back later!

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.

Architectural visualization environment
ARCH / ENV REVIT + BLENDER REAL TIME

01 / SELECTED WORK

Selected Projects

Architectural studies across fantasy, contemporary, historical inspired, science fiction, and game environment design.

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.

Infrastructure Transportation Underwater Environment Art Revit
Final underwater transit tunnel visualization
01

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.

02

PROCESS

Concept & Ideation

03

SPATIAL DEVELOPMENT

Blockout

Unity ProBuilder underwater tunnel 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.

04

PRIMARY DESIGN TOOL

Architectural Development / Revit

Revit floor plan
Floor plan and circulation development.
05

ARCHITECTURAL VISUALIZATION

Visualization

Exterior underwater architectural visualization
06

GAME ASSET PRODUCTION

Blender Reconstruction

01

Revit

Architectural form, circulation, measurements, spatial relationships, and visualization.

02

Blender

Geometry reconstruction, optimization, UV preparation, materials, detailing, and production asset development.

03

Unity

Real time materials, collision, lighting, environment assembly, gameplay scale, and optimization.

07

DESIGN EVOLUTION

Before & After

Earlier Revit or blockout version Revit / Preproduction
Final game environment Final Environment
08

TECHNICAL ART

3D Model & Materials

Final textured model
09

MODEL EXPLORATION

Interactive 3D Model

Preview of underwater transit 3D model
◇

Explore the Model

Rotate, zoom, and inspect the architectural model.

10

REAL TIME ENVIRONMENT

Unity & Level Design

11

ATMOSPHERE

Lighting & FX

Standard tunnel lighting
12

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
Final underwater transit environment
FINAL ENVIRONMENT Architecture translated into a playable space.

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.

Architecture Fantasy Exterior Revit Blender
Egyptian inspired architectural visualization
01

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.

Science Fiction Architecture Modular Design Blender Unity
Science fiction architectural environment
01

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.

  1. 01 World / Site

    Maps, references, GIS, terrain, worldbuilding, and environmental context.

  2. 02 Blockout

    Establish scale, major forms, circulation, gameplay, and spatial requirements.

  3. 03 Revit / CAD

    Resolve architectural form, plans, dimensions, infrastructure, and spatial relationships.

  4. 04 Visualization

    Evaluate material direction, atmosphere, lighting, human scale, and architectural presentation.

  5. 05 Blender

    Rebuild or optimize geometry, UV, texture, detail, and prepare production assets.

  6. 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.

R
Autodesk Revit Primary Architectural Design
B
Blender Primary 3D Production
A
AutoCAD CAD / Technical Design
T
Twinmotion Visualization
L
Lumion Visualization
U
Unity Primary Real Time Engine
SP
Substance Painter Materials / Texturing
MD
Marvelous Designer Fabric / Soft Architecture