Challenge Room 1

The goal of this task was to create a basic version of the assets we would use in our first challenge room but still keeping in mind that this would later change into a much more detailed room.

Creating the challenge room 1 scene

After Anouk came a very detailed brown box of our challenge room 1, I decided to make a blender model/scene of it which we then were able to use in our prototype.

I started out by making the basic level pieces keeping in mind to make them modular, doing so meant we could just snap each piece onto the next making it easier to design our scene in Unity later.

Next it was time to start making all the puzzle pieces that we needed for the functionality of our Unity prototype. While making these I decided it would be easiest to place them in the correct positions from the start giving us a concrete visual of how things would turn out in the final Unity scene.

The following pieces were created by using modifiers in Blender. "Modifiers are automatic operations that affect an object’s geometry in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be too tedious to do manually (such as subdivision surfaces) and without affecting the base geometry of your object." (

The paths were made by using a curve modifier with the array. The curve modifier makes the objects follow a path giving it a curve.

Both objects were created by using an array modifier. Doing this creates copies of the main object, you can edit the object and all copies will change in along with it.

Here is a final model of the blender scene that we are using in the Unity prototype.

Looking back

If I look back on how I created this scene I think I did this in a pretty organized and efficient way. I tried to anticipate on how the assets would be used and keep them modular so that anyone else that would redesign the room can easily adjust the scene. However, since this scene unfortunately never actually made it into the final design it now seems like a waste of time. I had spent almost half a day working on these assets.

In the end it was still worth it in my opinion because I learned how to apply curvature modifiers in blender and I achieved what I was trying to accomplish.

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