Hey folks 👋
I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀).
I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff).
BUT… I’ve actually never fully finished a complete environment before. So this is me stepping outside my comfort zone and trying to level up 🧠✨
Right now I’m still in the blockout phase — figuring out shapes, composition, silhouette and overall mood. The plan is to give it a gritty, slightly Biohazard-Louisiana-style vibe: swampy, moldy, unsettling… but still grounded in reality.
Here is the reference image:
My goals for this project:
• learn proper environment workflow
• modular structure where possible
• believable storytelling through decay + clutter
• build something game-ready in Unreal Engine 5
Here is the first blockout:
I’m absolutely open to feedback, critique, structure advice — anything that helps me improve.
Environment artists: feel free to roast my rookie mistakes 😂🔥
And if you want to follow the game itself, here’s the Steam page:
👉 Wishlist Desecrated Deck on Steam:
Replies
move. So the interior becomes the most important thing. Do you have refs for that?
Hey Eric, thanks for the question! 🙏
The original plan was actually for the players to be sitting in a creepy old basement playing the card game. But right now I’m re-thinking things a bit — it might end up taking place inside the house I’m currently building. Not 100% locked in yet, though.
Worst case (production-reality speaking 😅), I may only build the exterior as a full environment, and then do a map switch when the player “enters” the house — instead of doing a fully continuous interior/exterior space.
So yeah — still exploring options and feeling out what works best for the atmosphere + workload balance.
If I do go with the interior, I definitely want to lean into old creaky wood floors and furniture, with that subtle tension-building ambience you get from houses that are constantly breathing and shifting.
Thank you,
Elvis
Took me a while to figure out how old Southern-style windows actually work. It’s pretty cool once you understand it — they use a cord that runs over a sash pulley, with hidden counterweights inside the window frame.
The images show the sub-D high-poly models. I’m still not sure if I’ll sculpt extra detail in ZBrush, since I know the textures in Substance Painter will already add a lot.
Thank you!