Year 1 · Project 04 of 5

Stylised Diorama

7 WeeksDec 2026–Jan 2027
Hand-out7 December 2026
Deadline5 February 2027
Duration7 Weeks

Here, students learn that environments are collections of systems by creating a small, polished stylised environment. The project focuses on stylised art direction, trim sheets, foliage, lighting, composition, optimisation, and shader basics. The structure bridges a holiday break: Weeks 13 and 14 cover art direction, trim sheets, and foliage. After the break, Weeks 15 through 18 delve into lighting, shaders, scene composition, optimisation, and a final cohesion and polish pass.

🔒

Full brief opens

Focus, deliverables, software, the week-by-week breakdown and covered units unlock on the hand-out date above. Tutors can open it early.

Focus

  • Stylised art direction & trim sheets
  • Foliage, lighting, composition & optimisation
  • Shader basics — cohesion & polish as skills

Deliverable

Small Polished Environment

Software

Maya / BlenderSubstance PainterUE5
Unit 3 — Professional PracticeUnit 6 — Visual Production & TechnologyUnit 7 — Interactive Media Production

Sequence of Learner Information

Project Outcome

Students will produce a highly polished, stylised 3D diorama (a self-contained vignette environment) rendered in real-time within Unreal Engine. The final outcome will demonstrate a cohesive art direction, custom foliage, fundamental shader systems (like wind or panning textures), and optimized workflows utilizing trim sheets. Submissions will include high-fidelity portfolio renders and a short cinematic fly-through video.


Week by Week

Project Breakdown

How the 7 weeks are structured, stage by stage.

Week 1: Art Direction & Vignette Blockout

FocusStylisation theory, mood, and compositional framing.

DeliverablesA visual target moodboard and a proportional 3D greybox of the diorama.

Week 2: The Trim Sheet Pipeline

FocusOptimization, texture memory, and modular UV mapping.

DeliverablesOne completed, textured trim sheet ready for engine use.

Week 3: Stylised Sculpting & Core Assets

FocusExaggeration, bevels, and asset production.

DeliverablesFinal 3D meshes for structural and hero elements, UV unwrapped and textured.

Week 4: Foliage Systems & Organic Modeling

FocusAlpha cards, vertex normals, and organic variation.

DeliverablesA small kit of foliage assets (grass clumps, a bush, a tree).

Week 5: Engine Integration & Shader Basics

FocusThe material graph, parameters, and movement.

DeliverablesA fully assembled UE5 scene with customized Master Materials and Material Instances applied.

Week 6: Lighting & Visual Storytelling

FocusMood, focal points, and environmental narrative.

DeliverablesA fully lit scene with post-processing volumes configured.

Week 7: Polish, Decals, & Optimization

FocusScene cohesion, metric checking, and presentation.

DeliverablesFinal, portfolio-ready renders and a short video fly-through of the completed diorama.


Theory

Knowledge, Theory & Context

Stylisation & AbstractionUnderstanding that stylised art is not just "simple," but requires deliberate exaggeration of proportions, silhouettes, and color palettes to communicate form without relying on realistic micro-detail.
Environments as SystemsTransitioning from viewing a scene as a collection of isolated props to understanding it as an interconnected system of shared materials, trim sheets, and lighting setups.
Visual CohesionThe theory of maintaining a strict, unified aesthetic across multiple disparate elements (architecture, organic foliage, VFX) so they appear to exist in the exact same universe.
Industry LinkThis project prepares students for the aesthetic demands of AA and "indie-style" AAA studios (e.g., Riot Games, Blizzard, Rare). It shifts the focus from sheer polygon count to art direction, resourcefulness, and establishing a memorable visual identity.
Practice

Technical & Practical Skills

Trim Sheet CreationDesigning, baking, and mapping standard geometric assets to a single, highly optimized tiling texture sheet.
Foliage CreationBuilding grass and leaf texture atlases, assembling alpha cards, and editing vertex normals for smooth shading.
Shader/Material Graph BasicsUtilizing Unreal Engine's node-based material editor to create Master Materials with exposed parameters, utilizing World Position Offset for wind, and Panner nodes for movement.
Stylised Modeling/SculptingExecuting specific 3D techniques tailored for non-photorealistic art, such as exaggerated edge-beveling and chunky silhouettes.
Lighting for DioramasUtilizing dynamic and baked lighting, post-processing volumes, and color grading to emphasize a specific focal point in a constrained space.

Why This Matters

Industry Link

This project directly targets the roles of **Environment Artist**, **Technical Artist**, and **Look Development Artist**. By enforcing the use of trim sheets and Master Materials, it teaches the technical optimization required to make games run efficiently on varied hardware (like mobile or the Nintendo Switch). It pushes students beyond simply knowing how to use software, demanding they take on the role of an Art Director to ensure every asset serves a unified, compelling visual target.


Key Terms

Glossary & Key Concepts

Diorama / Vignette
A small, highly detailed, self-contained 3D environment that often floats in empty space, used to showcase a specific mood, story, or architectural style without building a massive level.
Trim Sheet
A single texture map that contains multiple tiling strips of structural details (like pipes, wood grain, or brick borders), used to texture multiple different 3D models efficiently.
Stylised Art
A visual direction that intentionally diverges from photorealism, often utilizing exaggerated proportions, bold colors, and simplified details to create a distinct aesthetic.
Master Material & Instances
A complex, parent shader setup in a game engine (Master) that allows artists to quickly create cheap, flexible variations (Instances) by tweaking sliders like color or roughness.
Alpha Card
A flat, low-polygon plane that uses an image with transparency (an alpha channel) to fake complex geometry, heavily used for rendering leaves and grass.
Vertex Normals
The invisible vectors on a 3D model that tell the game engine how light should bounce off the surface; editing these is crucial for achieving the soft, cohesive look of stylised tree canopies.