Process Documentation · Spring 2026

Dream Space

A floating alien-laboratory island modelled in Blender — a place half-remembered from a dream, where bioluminescent crystals hum and mushroom pads bounce you between domes.

Primary toolBlender 4.x — modelling, sculpt, shading, render
SketchingProcreate · paper
Duration4 weeks · solo
AuthorWenjie Lin
contents
  1. 01 · Concept & Possibilities
  2. 02 · Mood Board & References
  3. 03 · Top-down Layout Sketch
  4. 04 · 3/4 Perspective Sketch
  5. 05 · Interactive Elements
  6. 06 · Process Timeline & Unity Block-out
  7. 07 · Final Result
  8. 08 · Reflection

01 — Concept

What is the dream?

The brief asked for a "dream space". My recurring dream lately has been standing on a small island that floats in indigo void, surrounded by architecture that looks half-grown, half-built — domes covered in vines, pillars that glow from inside, a tiny spaceship parked on a quiet pad. Nothing threatening, no goals, just the urge to wander and touch things.

I distilled this down to three pillars before sketching:

"You wake on an island that was never really there."

02 — Mood & References

Mood board

Before drawing anything I pulled references from Studio Ghibli (architecture silhouettes), Subnautica (bioluminescence underwater), Moebius (alien horizons + flat colour), and Journey (minimalism & emotional pacing). I locked the palette: deep voids, mint domes, bio-glow green, amethyst crystal, a single warm gold accent for "lantern" beats.

mood board
Mood board — palette, keywords, atmosphere notes, reference thumbnails, emotional arc and type ideas.

ethereal alien-lab low-gravity bioluminescent crystalline twilight

03 — Layout Sketch

Top-down floor plan

I started with a paper-sketch top-down to figure out scale and player flow. Spawn is on the south-west tip; the player walks past mushroom pads, climbs to the crystal tower, drops into the central dome (hub), then crosses bridges out to the greenhouse and landing pad. Total walking time ≈ 90 s if you don't stop — but the design assumes you stop.

top-down layout
Top-down concept · scale ≈ 30 m × 28 m · annotated for spawn, bridges, suggested player flow.

04 — Perspective Sketch

3/4 view block-in

Once the plan worked, I did a 3/4 perspective in Procreate to set the silhouette & lighting direction. The crystal tower is the only vertical accent on the left so it reads as a beacon; everything else sits low to keep the sky readable.

3/4 perspective sketch
3/4 perspective concept — annotated with light direction, atmosphere notes, and player scale ref.

05 — Interactions

Six core interactions — planned for Unity port

The brief asks us to "make good use of built-in physics", so even though the deliverable for this milestone is a fully-textured Blender scene, I storyboarded the six interactions I'd wire up when bringing the assets into Unity: Rigidbody jump pads, HingeJoint bridges, proximity emissive triggers, look-at FOV blends, push-doors, and a wind-driven spore VFX. Each is intentionally simple — built-in components only.

interaction storyboard
Storyboard — proximity glow, jump pads, look-at zoom, hinge bridge, push door, particle wind.

06 — Process

Timeline + Blender block-out

Eight phases across four weeks. Week 2 was a pure block-out pass in Blender — primitive cubes, cylinders and a sculpted base mesh — so the silhouette and scale were locked before any detail or texturing happened. The outliner on the right shows the final scene tree.

process timeline + unity block-out
Process timeline + Unity block-out preview + iteration log.

07 — Final result

Renders from the build

Cycles renders / EEVEE turntable from the final Blender scene. The crystal tower glow uses an Emission shader driven by a Voronoi pattern; the underside cracks are stylized texture paint over a sculpted mesh.

final render 1
Three-quarter hero shot — central dome cluster & crystal tower.
final render 2
Pulled-back angle — landing pad, bridge sag, underside roots.
final render 3
Top-leaning angle showing the full plate — domes, mushrooms, crystal shrine, spaceship.

08 — Reflection

What worked, what I'd change

← Wenjie Lin