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

Objects that tell
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.
Pages from his star charts drift around the globe in the same light. The work is unfinished, and it is still moving.
Small globes hang from the dome and rise and fall slowly, like the stars he has already mapped.

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



Flythrough
The room in motion
Gallery
Views of the studio
Clay
Before materials
Process
From story to scene
Row’s story, a mood board and the reference art, then a list of every asset and the story job it does.
An octagonal room under a dome, two side alcoves and a front door, planned so the eye travels from the door to the globe.
Walls, arches, windows, dome sections and trims built as reusable pieces, so the room can change without being rebuilt.
The globe and map table, and the longcase clock, given the most detail because the camera and the story both rest on them.
Five lighting passes in Unreal Engine 5, then cinematic cameras and the flythrough.
Next
What I’m working on
The full story, and what changes in the room between each visit.
How each return to the studio opens or closes a thread.
A floor plan and a journey map that show how story turns into tasks, and tasks into layout and props.
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





