When I started working on the game in January, my experience with Blender was quite limited—my last use of it was more than a year ago when I created basic assets like a house and a tree for a prior project. To refresh and enhance my skills, I took an online course that introduced me to Blender fundamentals, key shortcuts, and workflows.

I began by modelling simpler items like a desk and drawers to rebuild my confidence and slowly develop the abilities required for more intricate assets. I learned how to create objects from scratch, apply physics simulations, and add textures and materials to enhance their appearance. I found textures online and imported them into Blender, using UV unwrapping to manage how they were mapped and scaled on each asset.

My aim was to achieve a semi-realistic visual style, so I selected detailed textures that closely matched their real-world equivalents. As I continued to practice, my skills gradually improved. Eventually, I felt confident enough to independently create more complex models, adding small details and components that contributed to realism and supported the game's overall atmosphere.

Screenshot (487).png

For the bed, I figured out how to utilise Blender’s cloth simulation to design bedding that looks realistic, featuring a duvet and pillows with natural wrinkles and dips. My initial efforts resulted in a flat, angular duvet with corners overlapping, but through experimentation, I modified the settings to avoid self-collisions and create a soft, lifelike look. I selected a blue striped pattern to complement the room’s décor and reflect the character of the girl in the game. The texture included intricate details like fabric texture.

Screenshot (515).png

For the window, I referenced a real-life example in my own bedroom to accurately depict the intricate curves and indentations common in a standard window frame, along with the practical aspects of the handle. I developed custom materials to increase realism, crafting a glossy plastic frame and a transparent windowpane featuring a slight tint to mimic natural light reflections.

Screenshot (514).png

Screenshot (513).png

I incorporated outlets and light switches into the game to increase its realism and create a more authentic bedroom experience for players. To achieve accuracy, I examined my own bedroom and recorded the essential characteristics typically found in bedrooms. I then designed the plug sockets and switches based on the actual ones in my room, carefully measuring to mimic their size and details.

Screenshot (511).png

For the smartphone model, I referenced my own iPhone to create an accurate representation. I learned techniques such as bevelling edges and utilising Booleans to shape details like the speakers and charging port precisely. While these elements may go unnoticed during gameplay, I felt it was essential to include them to add subtle realism and improve the overall experience for players. I took exact measurements of my phone to ensure the proportions and screen size were correct, since players would likely notice if something appeared off.

Screenshot (510).png

Screenshot (509).png

After creating the main assets for the game, I made smaller assets for the bedroom so that it felt lived in and less empty. I started with a pencil pot where I modelled pencils, pens and a ruler all at different angles for a realistic effect.

Screenshot (508).png

In designing the lock, I was aware it would be examined closely in the game, so I concentrated on incorporating intricate details. I also had to consider animations, like the rotation of the dials and the movement of the latch during the unlocking process. To achieve authenticity, I looked up references online to precisely imitate the operation and motion of a real lock.

Screenshot (507).png

Screenshot (506).png

Screenshot (505).png