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TARDIS LEVEL

GOALS

 

Create a playable space for the 11th Doctor's 1st TARDIS console room.

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Teach myself Unreal Engine 5's transfer space as well as lighting.

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Teach myself how to use Blender 4 to create a stylized level space.

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Use a unified style for visuals and environment to ensure a consistent vision for further expansions. 

SKILLS LEARNED

Basic Modeling

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Modifiers

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Basic Curves

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Bevels

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Unreal Stair Collision Creation

Vertices Clean-up

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Model Clean-up

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Level Importing

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Level Scaling

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Lighting

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PROGRAMS

Unreal 5.4.4

Blender 4.0.2

PROCESS

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Learning Blender:

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I spent the first month mastering the basics, studying tutorials, and using my previous Maya knowledge to help navigate space, as well as collecting resources of different angles in the space for framing.

 

While learning the tool and what the program could do I mocked out my first version, getting a feel for the space.

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Applying What I Learned:

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Over the next month, I used previous knowledge, online resources, and peer help to improve each technique.

 

Once the first draft was completed, I used that as a rough draft for scale and also to determine what needed to be improved in the new space.

 

Later, I worked on improving previous skills and correcting any scaling issues. I started playtesting the space inside Unreal, and finding the proper scale for the environment as well as visual touches.

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Create Final Pass:

 

The goal was to recreate the infinite space that is the trademark of the TARDIS.

 

This allowed me to make small spacing adjustments to the TARDIS for the above goal.

 

I went around the console, second floor and stairs to create hand rails for the environment.

 

I added extra rooms and accessories to fill the game space and make it feel less empty to the player.

Lighting:

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My next task was to research the TARDIS lighting and to adjust it for a game space.

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I used Directional Lighting as my base lighting, and then I added Point and Spotlights for a smooth lighted atmosphere.

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Next, I used Rect Lights in the arches for a stylistic choice to add more light to the space, as well as add life to it.

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Lastly, I went around and dimmed the lights to make some areas dark to match the TARDIS, but still make it bright enough for the player.

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