
The Woodlands​
This scene was designed to evoke a cozy, immersive medieval atmosphere inspired by Scandinavian landscapes. The player begins in a cabin surrounded by dense taiga and birch forests, where roaming wildlife reinforces a sense of life and presence.
A winding trail provides natural progression through the woodland, leading to a village modeled after early Viking settlements.
The goal was to showcase a clear idea I had into a playable scene that expresses an calming and alluring woodland through environmental storytelling, allowing the world itself to guide the player’s experience.



This video showcases the scene by highlighting each area and its distinct design elements. From the cozy cabin and surrounding forest to the winding trail and the village beyond, each space was crafted to feel unique while still contributing to a cohesive, immersive atmosphere.
Asset used: Megascans, Viking Village & bundle, VFX bundle, WaterMaterials, Stone pine forest, Ultimate farming, Animalvariety pack, Medieval Environment and FAB meshes
Block out

This sketch shows the scene’s layout, with the starting point at the mountain peak to give the player a clear view of the goal from the beginning.
I used elevation as a design tool since it’s a natural navigation way, moving downward feels intuitive when starting from the top, while upward progression creates a sense of purpose when starting from below. This ensures clarity, flow, and a stronger connection between the player and the environment.
The red lines mark the main path, guided by woodlands to keep players on the golden route. A side path leads to the lake, offering exploration and a addtional framed view of the goal.
When sculpting the scene, I scaled down the size of the project since it got too big, so I could maintain focus on quality and polish. I also made it more open for an ocean view to give the impression of the scene being bigger.
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Ensuring each area had a clear gameplay purpose and strong player experience.




World dressing




After sculpting the world, I implemented the main linear path and painted it to appear intentionally manmade, reflecting human touch. In the forest however, smaller animal paths suggest natural movement, enhancing realism and making the scene feel alive.
To create a sense of scale and conceal the scene’s edges, I placed large cliffs at the edges and added distant cliff meshes to enhance depth. This frames the environment, guides the player’s eye, and reinforces the illusion of a larger, continuous landscape.
Finally, I set dressed the world, starting with the cottage and then populating the village. The village leader’s home sits at the top, with clear sight lines to both the village and the isolated cottage, keeping key locations visually connected.
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Lastly I added foliage to fill empty spaces and enhance immersion, including in accessible areas to make the level feel larger. The forest was designed to feel natural and lived in, with elements like fallen trees, rocks from cliffs, and trees growing around obstacles to reinforce a believable environment.
Also added vfx elements to make it feel somewhat magical.




Before & After








The Village




This village is set in a medieval coastal setting.
Unlike most seaside settlements of the time, which were larger and heavily fortified, I chose to create a smaller, more welcoming community.
It's sense of safety comes not from walls, but from isolation and the trust among its residents, giving players the feeling of stepping into a friendly, personal environment.


The Cottage




The scene begins at a secluded cottage, home to a self-sufficient resident with a harvest garden and farm animals.
From here, the character travels down to the village to sell their goods.
The journey follows woodland paths, showcasing the beauty of the wild while emphasizing the transition from isolation to community.


The forest and lake
The forest is inspired by Scandinavian taiga and birch woods, designed to feel as lush and alive as in reality.
To enhance immersion, I added deer with simple AI blueprints, allowing them to wander naturally through the environment.
A river and lake were also incorporated, reflecting the historical tendency for settlements to form around water while adding a dynamic and atmospheric element to the scene.




Animation Showcase
This video demonstrates the simple animation in action, while the accompanying images highlight the blueprint setup used for navigation and animation behavior.



