In 2021 I had finished my stylized chaparral project and wanted to follow it up with something bigger and better than I had ever made before. I wanted to leave behind my organics-first way of thinking and make something that showed not just that I could model architecture, but that I could design new architecture styles. I also wanted to make a full game space like you would see in a first-person map, complete with multiple routes, interior and exterior spaces, props, and an epic backdrop.
To say that I bit off more than I could chew would be an understatement. What resulted was me adopting the mentality that, to paraphrase Carl Sagan, “to make a game environment from scratch, you must first become a tech artist.” Building a full environment at scale with architecture and props made me completely rethink how I had been modeling things thus far. I tried making backdrop mountains and ended up learning Houdini. I tried making a modular building kit and ended up building a set of geometry nodes for generating everything from vert colors to decals and trims. I tried doing baked GI and ended up going on a multi-weekend tangent picking apart Unreal’s many lighting systems in an attempt to deconstruct basic baked lighting. I tried designing architecture and ended up reading biographies on Frank Lloyd Wright. I spent a LOT of time in Substance Designer.
Four years later, the Cappadocia project is still not close to finished. After I wrap some of the things I wanted to do with my tools I will return to it. For now, enjoy this slice of preproduction hell.