Interactive Environment

3D Modelling
Blender
~2 Weeks
Project Overview
The goal of this project was to create a prototype low-poly interactive environment for a hypothetical VR game. There isn't an actual game attached, although there is supposed to be some thought put into possible activities you could do.
The Wizard Tower, as I titled it, first took shape as a drawing of the main tower room's layout.

The role this room was supposed to be the hub area of the game, wherein you can relax, upgrade your gear and spells, brew some potions, and discover new worlds.

I had the start of a plot figured out for this game too; that you as the player are the apprentice to the Wizard (capital letter mandatory) Merlin. You come to in the tower with Merlin gone, most of the gear in the hub broken, and a cryptic letter as the only clue why he dissappeared.

The game from there was essentially you looking for clues for where he went, while simultaneously doing your job as an extra-planar problem solver.
Yet another important piece of equipment, The Chronosticator! Its use was to keep track of various different worlds individual time streams, and how quick/slow they are in relation to each other. It also helps you sync the Towers time to the Worlds time, avoiding situations like ageing into dust because time moved too quickly on the other side.

Mechanically, this would allow you to switch collections of worlds with each other. Giving more room for different worlds to have cool constelations.

It originally came into being from the thought; "What would an extra wizardy clock look like?" The function came later.
This would be the other side of the tower, the Upgrade and Collectibles area. This is where you would upgrade gear, and admire your collectibles in the form of photos from various worlds pinned to the cork board.

The bookshelf for upgrading your staff and making potions, the lectern for learning and upgrading spells, the reagent shelf for storage, and the floating scroll over the stairs as a form of quest/task list.

The Crystal Ball on the table is what you would use to access new worlds, where the idea was that you tap it, and a star map akin to the one from Treasure Planet would pop up. You select a starsign, and a portal would open to that world.
Since this was a game that was supposed to be on the more exploratory side, I also had an idea for another type of collectible you can look out for:

The Mini Mimic.

They are young mimics, monsters that disguise themselves as inanimate objects to gobble up unsuspecting people. But since they are young, they aren't that good at hiding yet, so they often miss things like eyes or teeth that aren't supposed to be there. They are relatively harmless at this size, but leaving them to mature is irresponsible, so it's best to put them away.
One of the more important pieces of equipment in the tower is the telescope. But, since this is a wizard tower, it is a magical telescope.

Its function in the hypothetical game was to allow you to scout new worlds, who would appear in the "sky" as star signs. Once a world has been discovered, it would be recorded in the floating tome next to it. There used to be a much more complete version of the tome, but Merlin snagged it when he disappeared, so you're starting again from scratch.
The general theme for the decorations I went for was "wizrady". I didn't have a clear enough mental image of what that meant at first, but staring at a bunch of wizard themed collections of pictures on google helped me get a better one.

I made all textures in this scene myself, with the only exceptions being the carpet and a picture of Merlin (drawn by David Grant).

I contemplated adding a floating chair you could kick around the tower, but ultimately decided against adding it.
Other Thoughts
I haven't actually described much of the actual making part process for this particular project, since it's mostly just 3D modelling and I'm not sure how to get into that except than by saying that I made them. But this was fairly early on when I had just began using Blender, so there was a lot I learned on that front.

Like holes in big structures causing big twisted snarls of vertices when attempting to UV map them. How to make use of paths to model curved things. A bunch of small inefficiencies in my methodology that have since been mostly ironed out.
Lessons Learned
Feel free to check out some of my other projects.