Mimi Dushikyan

Wizard’s Homestead

Senior Capstone Environment

— PROJECT NAME

Wizard's Homestead


— ROLE

3D Environment Artist

Design

Layout

Lighting

Cinematic Shots


— DATE

April 30th, 2025

A Year long project. There was a lot of research and development put into this scene and I am very proud of it. This was a huge learning opportunity for myself in time management, organization, planning, as well as skillset wise.


Conceptualized, modeled, textured, and rendered by myself. Megscans textures for landscape. Landscape sculpted, painted, and lit in Unreal Engine. Materials and blueprints were built by myself utilizing Unreal Engine Documentation and online research.


Fireflies are created in the Niagra Particle System. Lighting is using Ultra Dynamic Sky with post processing volume.


BREAKDOWN AND FINAL RENDERS DOWN BELOW


Day-Night cycle

Process

Wizard's Homestead was originally planned to be a small floating island diorama with a wizard’s tower, an orrery, and a greenhouse farm area.


I had created basic blockout shapes to plan where assets should sit, like the farm beds and the greenhouse. I had an outline for the Orrery created already. I took initiative to teach myself Speedtree Modeler, where I created pine trees for the scene.


Although I had an idea of how the scene was supposed to be laid out, the floating island did not end up being the final idea for this project. I was challenged by my professor to work on a larger scale, and thus changed the direction and scale.

Process

You can see the original Floating Sky layout that was soon modified.


To achieve the ideal landscape, I used different heightmaps found online and adjusted them in photoshop, and finally came to the ideal shape of my Unreal landscape. I started to fall in love with my environment. 

Because this project was 2 semesters, I focused on creating a village on the left side during my first semester, and focused on the magical aspects during the next semester.


Semester 1:

Farm clutter

Water well

Modular Homes version 1 (Later updated)

Vegetation

Fences

Lanterns


I created a fence blueprint system that procedurally generates when placed, and also a Light/Lantern blueprint system that allows me to reuse lighting and place lights anywhere on the map to populate the scene.


Here are some progress photos with how the scene slowly became filled.

Process – Landscape Blueprints

I created custom material functions for Nanite Tessellation in the landscape, and created a separate material function to mix different Quixel Bridge textures for landscape painting.


This allowed for more depth and to create pathways to divide the areas.

Process

After filling in the village on the left side of the scene in Semester 1, the right side was later filled with more magical elements.


Semester 2:

Wizard’s Tower

Stone Foliage Assets

More vegetation for the farm (Tomatoes, Corn, different bush types)

Orrery

Observatory – Detail View

Updated modular homes – Detail View


The mountains were filled with homes and a reusable lighting fixture blueprint was created to populate the scene with lights.

Process – Finishing Up

Once the scene was populated, the finishing effects to make the environment into a fantasy environment was implemented.


Ultra dynamic sky, Lighting, Niagara effects, Color grading, and more.

Final Renders

Cinematic Video

Cinematic Area Shots

Assets for the Project