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Liminal Bog - Stylized Environment

Main references
Screenshot 2026-08-29 175729.png
Idea

My main inspiration for this environment came from the book Piranesi from Susanna Clarke, which is about a scientist in an infinite, liminal labyrinth. Merging this inspiration with my fascination of swamps and abandoned overgrown buildings made me really excited to work on this project.

Soon I found reference images for the swamp, the color scheme and the buildings and I got to work!

Process
Pipeline
image_edited.png

Blockout

At first I blocked out my HDRP scene in Unity. I made a ground plane, basic trees and buildings out to get the composition right. 

image_edited.png

Modular assets

I modeled and unwrapped the needed assets for the buildings in blender. Later on, I sculpted tiling bark for the trees.

image_edited.png

Scene setup

Back in Unity I set up the lighting for the scene, baked reflection probes and adaptive light probes, added basic vegetation and built up the buildings out of the modular assets. I continued working on the vegetation shaders for the lily pads, grass, bushes and trees. I then added glowing particles for fireflies and particles for the ground fog.

lolo subtance.png

Textures

​Using the sculpted bark texture I made a texture. Additionally, I made textures for the modular assets.

image_edited.png

Finishing touches

After adding an animated firefly which is flying along a spline I polished the composition, made finishing touches to the post processing and added sounds and music. Finally, I made sure that the scene was properly optimized by adjusting LOD distances, enabling static batching and gpu instancing and editing shadow cascades.

Modular assets
Breakdown of main shader and VFX graphs
Performance/Optimization breakdown
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