The Kingswill

This is my senior Capstone Project titled “The Kingswill.” It is an underground dinner and show where people can visit, have some drinks and enjoy the jaw-dropping performances. While this particular project is not a complete game prototype, it is a fully developed 3D environment based off an original game and story concept.

Final Renders:



These are some rough concepts I drew up to get a feel of how I wanted the environment to flow and the colors I wanted. As you can see, quite a lot has changed from concept to final.

There are two main drivers for the aesthetic choices:

1). In the story, the facility is located underground so I felt it should really own the fact that it’s underground. This is what you see with the crystals and rocks making up most of the structures. However, for the manmade portions I decided to use bright wood paneling + furniture to add some contrast all that dark grey rock.

2). Because I am a woman of God, I really wanted to have God in as much of the environment as possible, as I do with all my work. Gems in general are very symbolic of God’s glory, but sapphire is significant because it is synonymous with His throne. Knowing this, I decided to use a theme with sapphire and blue throughout the scene.


Some 3D models that make up the environment. When these were combined together and placed in Unity, the new perspective (along with outside feedback) created new ideas that I didn’t have in the concept phase. For example, when experimenting with materials and textures I found that a black stage looked a tad more realistic than a white one. I also ended up 86ing the large pillars, the fountains and the chandeliers you see in the architectural concept above because in the end they just didn’t seem necessary. I even ended up taking out the balcony altogether because I realized I should focus on getting as much from as little space as possible, and there was nothing I could do on the balcony that I also couldn’t do on the bottom floor. Some more changes include hollowing out the ground floor pieces to see more of the cave, changing up the wall paneling pattern, adding more interesting column designs, etc.

Most of all, viewing the environment in 3D space I realized I could make the ceiling more interesting than just the flat white piece you see in the architectural concept. When I was brainstorming, I thought about having the domed rock structure with a giant sapphire gem hanging from it as a focal point, but then I recognized that sapphire is in almost every aspect of the environment. So, what else could I do? Something that would draw the player’s eye and at the same time REALLY sell the underground feel. Thus, the tree chandelier was born.

Materials + Textures:

Please note: Texture files reduced down to 512×512 for site performance.

Cave Rock
Tiled Wood – Light
Bar Countertop – Obsidian

Major textures that appear throughout the environment. The main surfaces used in the environment were gems and wood, so most of the textures are tied to either of those in some way. The big choices for these materials include:

1). Having two distinct wood tones, light and dark, contrast each other yet be unified through the blue color scheme.

2). Showcase sapphire as the main aesthetic with diamond as an accent gem.

3). Add a light gold accent to the blue scheme for some contrast, via the blue marble and the posters.


For the tree chandelier, each crystal was its own prefab that manually had to be placed on the tree. Since the tree itself was so large, the total number of these crystals ended up being 467. How did I end up placing all of these by hand?!

That’s where the other half of my brain came in. Not wanting to take hours placing these by myself, I wrote a handy-dandy tool with Unity’s editor to speed up the process. With this tool, I could click somewhere on the tree and a crystal would automatically spawn on it. It also randomized the crystal’s rotation, so all I had to do was click at different spots on the tree and little by little my chandelier would take form.

Said tool here.

Tasks Included:

  • Create concept sketches for environment and objects to create a guide for overall aesthetics
  • Form asset list from concepts
  • Model, uv, texture each asset
  • Create materials for reoccuring textures
  • Assemble environment piece by piece
  • Light scene

Software Used:

  • Adobe Photoshop
  • Adobe Substance Painter
  • Adobe Substance Designer
  • Autodesk Maya
  • Unity: HD Render Pipeline
  • Visual Studio Code