In this assignment, we were put in groups and tasked with creating a scene that we would populate with props. We were each responsible for creating a hero object, a furniture objects, and at least three other objects to complete the room. With each of us creating a large variety of objects, we were able to make a modular kit and a master material for all non-translucent objects. This assignment gave us a fundamental understanding of Unreal engine, and the game-making pipeline.



In my scene, I chose the lighting, camera angles, and the room layout. Additionally, I made a multitude of deco objects that populated the scene. Things like the speakers, ball lights, coffee trey with coasters, and 45 other items. It really helped the scene feel lived in. On top of that, I made a lot of succulants and table plants that would fit in our scene.
I ended up doing two furniture objects. One being a bookshelf and another being the beanbag chair on the floor. I think they read very well, and fit naturally into the scene.

My hero object was a very intricate dragonfly lamp. I was able to create a high-poly mesh and bake it onto a lower poly mesh in order for it to fit in the submission requirements. In unreal, I made another master material with subsurface scattering enabled, and made an instant of it to put on my lampshade. Overall, I’m very satisfied with the quality of my lamp.
Overall, our scene turned out phenominal, and we’re all very happy with the results.
Thank you to both Derek Grebis and Yosef Pechter for helping create the scene.
