NOTE: There is a lot of useless information within the next couple of pages, because I keep changing my mind.
Initial Ideas
Idea #1

This first idea is not mine, but in fact Nathan’s, who gifted it to me via Discord. Idea #1 will involve both 3D modelling and programming pathways entangled into one functional diorama for an infinite 3D side-scroller. The player will be thrust into stylized platform shooter that follows the outside edge of a frontier-style oil lamp, in which they will have to sling guns, toss explosives, and collect gold in order to progress. In order to meet the unit criteria, I’d have to plan carefully and effectively within the ideas generation chapter. The work would have to reflect my ability to program character movement, camera angles, collectibles, scores, health, and platform generation. In addition, I’d also have to be able to present 3D modelling skills and techniques to create the environment the character will play in. In this instance, all 3D models will be created in 3D Studio Max, all materials will be made using Substance Designer/Painter, and all mechanics will be developed inside Unreal Engine 4.22.
Idea #2

Idea #2 will only follow the 3D modeller’s pathway but may not include any modelling at all. Instead of a diorama of larger scale, which may include a building, this proposal only involves focus on the minute details. Buildings are replaced with patches of stones the protrude the sand’s surface, while wagons or barrels are replaced with micro-algae and ants – all of which can be produced in Substance Designer and rendered in real time using Unreal Engine 4.22. With this project idea, I’m able to experiment with random seed generation and exposed parameters in preparation for larger projects in the future. However, if this project cannot be approved due to its lack of 3D models, it can be easily fixed with protruding oil lamps and other sand-covered, western-themed objects.
Idea #3
Because I’m an indecisive individual, I’ve included a third option – a western/science fiction crossover. It’s difficult to say what this diorama would involve without doing some more in-depth research within the next task, but this idea would be produced in a stylized/hand-painted theme and would require a lot of sketched concepts. I could either experiment with a small environment in which the player can navigate using a royalty-free character model, or a diorama that I’m able to upload to sketchfab – however, I’m aware that whatever I choose must first be presented in engine. Because I’m the opposite of a 2D artist, all materials will be created in Substance Designer. Similar to the previous 2 ideas, all game mechanics will be developed in Unreal Engine 4.22, and all models will be made using 3D Studio Max.
Idea #4

Inspired by Disney’s Brother Bear, this concept features a cluster of stylized rocks surrounded in vibrant, low-poly foliage – on the largest, flattest stone is a carving depicting ‘man vs. beast’. Not shown in the quick concept above is a small wooden bear totem necklace placed carefully alongside a tool or weapon commonly seen in media related to Native American culture, such as a tomahawk or hatchet. To create this quick concept piece, I made a blockout in 3D Studio Max and painted over it – it took a long while to make the rocks look less like crystals and more like opaque objects, but it was all self-taught through observing stylized assets on Sketchfab. However, I’ve not willing to learn ZBrush at the moment and I don’t believe I could make this diorama look professional without it.
Final Idea – Scrapped
Idea #3 – “Wild Wild Wasteland”

This 3D, stylized diorama will consist of a typical sci-fi corridor or unit interior, set in a post-apocalyptic universe in which the classic Wild West culture carries through to the end of the human race. The futuristic space will be cluttered with living essentials and western themed decal, such as hybrid guns, wall mounted objects, wanted posters, and cigarette cards.
As concluded during task 2.1, ” none of the information gathered on this wepbage can be accurately utlised to serve any purpose for units 9-10 western diorama”. Stylized games are most commonly produced by family friendly companies, such as Nintendo, for younger audiences. However, the dark story and troublesome gameplay this setting presents is not E for Everyone, making the audience for this game rather narrow and specific; not good for profit but will be good fun to create and should stand out in a portfolio.
The assets created for this diorama will stray vastly from the initial list, as research and development begin to warp prior concepts. However, at this stage of ideas generation, the scene should include the following:
- Bed
- Table
- Makeshift chairs
- Displays
- Teleportation portal
- Hybrid rifle/shotgun
- Assorted clutter
- Saddle
- Vehicle?
Research & Development
Outside of those terrible western/sci-fi crossover films that pop up every now and then, there is little media to refer to when it comes to creating this concept and diorama. However, there is plenty of stylized science fiction and cartoon western themed work available online to splice whichever way I’d like. For example, the Sketchfab model embedded above depicts a low-poly sci-fi living unit with clean and vibrant textures – I’d like to test my new knowledge of trim sheets and Substance Designer on a similar setup.
There should be a board here.
The first mood board included in this chapter is a broad collection of images from a variety of sources, that are meant to represent the overall idea I have in mind for this project. This consists of a range of science-fiction/western styled hybrid guns; an assortment of futuristic, one-man vehicle ideas; and a few environment concepts, of which I’ll source and explore further on. Although concept art for western/science-fiction universes are difficult to come by, the ones I’ve found have been crucial to the proposal’s development. Moving away from the Sketchfab diorama inserted above, I plan to create a more worn and run-down appearance that suggests the location is well lived-in and occupied by desperate tenants.
There should be a board here.
Congratulations to Brendan Sullivan at his new job at Mojang! I’ve followed this man for years because his work is unique and his style is impeccable. Pixel art textures aren’t easy to create for standard 3D models. In addition, all animations and in-game mechanics for his Halo fan game are all made independently – of which you can view here on his website alongside a select few tutorials, including easy cell-shaded results using reversed normals. I’ve included Sullivan’s work because I’d like to experiment with pixel textures for this diorama while I still have the time and freedom to do so with my work.
As described in the proposal outline, the futuristic space will be cluttered with crossover living essentials and western themed decal, including a hybrid gun or two. Inserted above is a simple but effective model design – its clean but persuasive textures only include a base colour and spec map but appear to convey the natural shadows of an AO and light trickery found in normal maps. Crossing something like this with a concept included in the collage below could produce some interesting results.
There should be a board here.
Although it is handy to describe the scene having miscellaneous western-era clutter scattered throughout the diorama, to convey a more dated and messy picture for the imagination, it’s also important to study individual assets that make up that image. Now would be a good time to extend my asset list as children of ‘assorted clutter’; this may include the following:
- Oil lamp
- Cigarette/cigar box
- Cigarette cards
- Newspapers
- Whisky glass
- Posters
- Photographs
- Ash tray
- Broom
- Cardboard boxes
- Skinning rack
- Bucket
- Crate
- Bottle
- Casino chips
- Currency
- Knife
- Books
- Fishing rod
- Saddle
For the sake of preserving time spent on this diorama, I’ll be re-using some assets I’ve made in the past, including materials. However the majority of this unit will be made during the allocated time frame. Most of these smaller items will share the same texture space and will be hand-painted to match the materials made in Designer, for the walls and floor – this will probably be the most difficult aspect of the proposal, but finishing the materials for the walls/floors before hand-painting smaller assets should help close that divide, because it’ll server as its own reference. The collage of images inserted below are all screenshots from Rockstar’s Red Dead Redemption 2, and are included to help break down the illusion of general mess that can be difficult to imagine.
There should be a board here.
As mentioned previously, I aim to step away from the new and clean concept presented by the first Sketchfab model embedded in this page, and more toward a worn, lived-in, and post-apocalyptic style, while also maintaining a somewhat vibrant theme. The sci-fi panelling inserted below, created by 3D Extrude, will most likely be the biggest inspiration for my own material work – it’s simplistic colours and block shapes make it appealing. However, my own materials will be more rusted, chipped, and eroded by human tread, possible gunshot damage, and dystopian-type weathering.

Inserted below are some more examples of stylized science-fiction panel materials, created in Substance Designer or Quixel Mixer. All artists of the following images are sourced here. Most of the instances below are created to appear between stylized and semi-realistic art styles, consisting of both great detail and exaggerated colour schemes. The navy blue and yellow strip/panel on the right hand side of the collage show how both height maps and careful geometry can be utilised for the best effect, and is something I should take into consideration for my own planning.
Final Idea

James suggested that I keep the idea simple because units 9-10 only require a passing grade, and so I’ve decided to return to the common concept of a few select items displayed on top of a wooden surface – something I previously stated as something I’d try avoiding. As depicted in the screenshot inserted above, all materials will follow the standard PBR Metal/Rough pipeline and will be made to look realistic. This scene may contain mature themes, including references to gambling, bad language, violence, gore, and/or alcohol. For this to work, I’ll be using: 3DS Max to model whatever objects I choose for this diorama; Substance Designer to create the more complex procedural textures; Substance Painter to produce and apply smart materials that best fit each object, respectively; and Unreal Engine to render the scene in real time for my portfolio.
Assets for this diorama may include:
- rifle
- pistol
- shotgun
- knife
- tomahawk
- blood/gore
- broken glass
- bottle
- metal cup
- glass (drinking)
- cowboy hat
- lighter
- flask
- oil lamp/lantern
- sheriff’s badge
Research & Development #2
Although the concept itself is simple, I’ll be making use of the relevant techniques I’ve learnt online for the last 3 years to produce a result that looks as professional as possible. Therefore, I must be considerate of the balance between performance and quality. For this to work, I’ll be using: 3DS Max to model whatever objects I choose for this diorama; Substance Designer to create the more complex procedural textures; Substance Painter to produce and apply smart materials that best fit each object, respectively; and Unreal Engine to render the scene in real time for my portfolio.

The partial board screenshot above represents a Pinterest board that won’t embed because it contains too many pins; the board can be accessed via the hyperlink in the caption. This collage is made up of every fitting item I could find that relates to both the theme and proposed idea, and ranges from large assets, such as barrels and roulette wheels, to small objects, such as bottle corks and ammunition; this includes items listed in the asset list during the proposal overview. A colour palette has been generated using the images above and has been inserted below, courtesy of Canva.com.

