A beam of dusk light falls on the glowing globe at the center of Row's studio.

Game environment · Narrative hub · Unreal Engine 5 · 2026

Row’s Observatory

An astronomer’s studio, built as the room a player keeps coming back to

One room, visited again and again. Each time the player returns, the same objects have something new to say.

Status
Scene complete in Unreal Engine 5. Story outline and quest design in progress
Role
Solo project: narrative, environment and lighting design
Course
GAME 720, game environment art
Tools
Blender, Unreal Engine 5

Overview

A room that carries the story

Row’s Observatory and Cartography Studio is a themed game environment inspired by artwork by Keira Santoso. Row is an astronomer living in a distant galaxy. He studies the stars and charts a route for a secret voyage.

I designed the studio as a narrative hub that the player revisits throughout the game. In a nonlinear, stream-of-consciousness story, this one space can reveal the backstory, introduce the game’s mechanics, set out each objective, and give the player a steady place to pause and to return to past events, all through its objects and the way they change.

The question behind the project is how narrative design and environment art can work together, so that one room does the work of many. Planning the story and the assets together lets a single space say more, and saves building scenes that only get used once.

1
room, revisited all game long
5
story jobs the room has to do
1
beam of light to lead the eye
3D
Unreal Engine 5

“Tonight I’m writing a goodbye for a star no one else will miss.”

Row, in The Obituary of the Stars

The character

Row, the astronomer

Row is a character I keep writing. Across my stories he is a soldier drifting home, a boy carrying his mother’s painting, a child not yet born. He keeps the same name and very little else: someone who notices too much, and who waits for things that may not come.

In my short story The Obituary of the Stars, Row is an astronomer with no sky left to study, writing goodbyes for dying stars. This studio is where that Row lives and works. Charts cover the walls, pages lift off the desk, and at the center of the room a globe glows like a small star he is still trying to keep.

Read The Obituary of the Stars →

Story into space

Five jobs, five places in the room

Before modeling anything, I listed what the room has to do for the story. Then I gave every job to a place, an object or a kind of light, so the player can read it without being told.

01Backstory

The glowing globe, under the only beam of light. On the first visit the light leads from the door to the globe, so the route Row is charting is the first thing the player sees.

02Learning to play

The octagonal map table around the globe. Turning the globe and reading the charts is where the player first learns how the game works.

03Objectives

The desk and the map wall. An open book, notes and a chart in progress show what Row is working on now, and they change between visits.

04Pause and return

The longcase clock by the wall. Stopping time in the game means stopping this clock, and the room is always there to come back to.

05Going back in time

The light itself. The hour of the day in the room becomes the timeline: dusk now, other hours for other memories.

Hero and key assets

What the eye lands on

The hero asset is the glowing globe on its octagonal map table: the visual center of the room and the object every thread of the story passes through. The key asset is a longcase clock, studied from eighteenth- and nineteenth-century clocks in the collection of The Metropolitan Museum of Art. One holds the place where Row is going; the other holds time.

Looking up past the globe into a dome full of drifting pages.
Fig. 01The globe from below. Its rings and the drifting pages pull the eye up into the dome.

Objects that tell

01A warm desk

An open book, a quill and a low warm glow on the desk. Row has only just stepped out, so the room feels like it is waiting for him, and so is the player.

02Loose pages

Pages from his star charts drift around the globe in the same light. The work is unfinished, and it is still moving.

03Hanging globes

Small globes hang from the dome and rise and fall slowly, like the stars he has already mapped.

Row's desk: an open book, a quill and a candle, with pages lifting into the air.
Fig. 02Row’s desk. Someone was writing here a moment ago.

Lighting

Lighting the story

Light does most of the storytelling in this room. I built it in five passes, and each pass answers a story question before it answers a technical one.

01Another world’s dusk

A low pink-orange sun and a faint cyan second sun under a violet sky. Two suns tell the player at once that this is not Earth.

02One beam

The main sun comes through a single east window and lands on the globe and the map table. Everything else is pulled down, so there is only one focal point.

03Layers

Soft fill from the windows, a small warm light at the desk, and a bounce where the beam lands. The glow at the desk is the detail that says someone was just here.

04Amber air

A warm key, deep brown shadows and dust drifting through the beam, matched to the mood of the reference art.

05A dark forest outside

The world outside is held close to black, so the warm room reads as the one safe place to come back to.

29
lights in the scene
2
layers of fog
65
floating pages
110
drifting motes of light

Light plan

Every light in the scene, where it sits and the job it does. There are 29 in total.

Key: main sun
1 directional light
A low golden sun, about 18° above the horizon, aimed through a single east window so it lands on the globe and the map table. It is the only key light in the room: one focal point, and the first thing the player is led to.
Second sun
1 directional light
A faint cyan sun from the opposite side, with no shadows. Two suns in one sky said “another world” in the first pass; in the final pass I switched it off so the beam would stay the only key.
Sky light
1
Fills the whole scene, turned down to almost nothing (0.06). Shadows stay deep brown instead of turning grey, so the room reads as dusk, not daytime.
Window fills
3 rect lights
Set in three window openings, warm and dim. They lift the walls just enough to read the arches and bookcases without competing with the beam.
Beam bounce
1 point light
Where the beam hits the table. It fakes the sunlight bouncing back up onto the globe and the nearby faces.
Desk light
1 point light
Beside the candle on Row’s desk. A small warm glow that says someone was working here a moment ago.
Globe halo
2 point lights
One above the globe in warm gold, one below in pale blue. The globe’s own glow is cut from 6 to 0.12, so it feels magical but faint, never a lamp.
Practicals
19 point lights
6 lanterns, the large globe, 4 hanging globes, 6 inside the garden pavilions and 2 by the front door. Small warm pools that walk the eye through the room and out of the door, all dimmed so they support the beam.
Atmosphere
fog and dust
Height fog with volumetric fog, deep blue outside and limited to 11 m so the forest falls away into dark; an amber local fog inside the room; 4 dust emitters along the beam so the light has something to catch. Exposure is set by hand and kept low.

Motion

The floating globes, pages and motes move through their materials rather than through Blueprints. Each object’s position in the world offsets its timing, so no two drift together, and the room keeps breathing even when the player stands still.

Both materials are grouped and annotated below. The same three ideas run through them: a phase taken from world position, a slow sine for light, and a few sines added together for movement.

M_FlyingPage material graph: per-object phase and glyph glow.
Graph 01M_FlyingPage, part 1: per-object phase and the breathing glyph glow.
M_FlyingPage material graph: orbit drift, float and edge flutter.
Graph 02M_FlyingPage, part 2: orbit around the globe, float, and the flutter that makes the paper edges flap.
M_MagicMote material graph: phase, twinkle and drift.
Graph 03M_MagicMote: each speck of light twinkles and drifts on its own path.

Flythrough

The room in motion

FilmA slow orbit around the globe, rising into the dome. Real-time capture from Unreal Engine 5.

Clay

Before materials

The room in clay, before any materials or lighting. I used these passes to check silhouettes, proportions and the way light falls across the forms.

The studio interior in clay: the globe on its octagonal table, bookcases and the map wall.
Fig. 06The studio in clay: the globe at the center, bookcases and the map wall around it.
The domed octagonal building with its spire, in clay.
Fig. 07The octagonal hall, its dome and spire, and a side alcove.
A glazed garden pavilion in clay.
Fig. 08A glazed garden pavilion built from the same kit.

Process

From story to scene

01Story and references

Row’s story, a mood board and the reference art, then a list of every asset and the story job it does.

02Layout

An octagonal room under a dome, two side alcoves and a front door, planned so the eye travels from the door to the globe.

03Modular kit

Walls, arches, windows, dome sections and trims built as reusable pieces, so the room can change without being rebuilt.

04Hero and key assets

The globe and map table, and the longcase clock, given the most detail because the camera and the story both rest on them.

05Lighting and cameras

Five lighting passes in Unreal Engine 5, then cinematic cameras and the flythrough.

Next

What I’m working on

01Story outline and script

The full story, and what changes in the room between each visit.

02Main and side quests

How each return to the studio opens or closes a thread.

03Space plan and player journey

A floor plan and a journey map that show how story turns into tasks, and tasks into layout and props.

04Light as a timeline

A modular lighting setup with a different hour of the day for each memory the player goes back to.

Credits

Project
Solo project, GAME 720, 2026
Story, environment & lighting design
Jingwen Li
Visual inspiration
The Amber Atlas by Keira Santoso
Clock references
Longcase clocks by Daniel Delander and Hermann Achenbach, The Metropolitan Museum of Art
Tools
Blender, Unreal Engine 5

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