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Singapore Scene

Responsible for all elements

Singapore Christmas

Created for Christmas / New Year 2019

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This is a scene designed with iconic landmarks from Singapore, such as the Singapore Flyer, the Marina Bay Sands and Changi airport.

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This scene was modelled in Maya and then animated, lit, and rendered in real-time in Unity. This was created during Christmas time and I made a Christmas themed setting of the city, as well as a night mode, which features real time global illumination as the city slowly lights up.

Above is a breakdown of the lighting and rendering done for this scene.

There are in total four different settings:

1) Day (Default)

2) Night (Default)

3) Day (Christmas)

4) Night (Christmas)

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All four settings had different lighting modes and objects. For example, you can see on Christmas day aside from the obvious snow shading, there are also gift boxes on the roof of the flats, there's a neon 2019 sign and the central tower of the MBS lights up with a Christmas Tree.

 

All modes were done within a single scene and editing could be in real-time to one scene and apply automatically to the rest. To achieve this, I developed several tools during the development of this scene to assist in my workflow and productivity, writing several scripts (in C# in the Unity Engine). This allowed me to switch between scenes seamlessly in real-time without the need to reload, drastically improving productivity and reducing errors as I am able to see changes made across all scenes in real-time without the need to preview or imagine how they would look.

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The city slowly lights up with precomputed real-time global illumination using a script that automatically sequences emissive objects. 

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To achieve this, I wrote an illumination sequencer script that automatically handles illumination, even when new emissive objects are added to the scene or when old objects are removed. I am able to control via script, the speed and number of meshes that light up every interval.

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I also used a modular approach for designing the HDB housing flats. This would later inspire me to take this further and turn it into a game, and even optimizing it for mobile play.

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Lastly, I experimented with basic AR capabilities.

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