BETWEEN TWO SUNS
GAME STUDIO PROJECT
GRIFFITH UNIVERSITY
Blake Saunders — Art Director, 3D Modeller
Date: May 2025
Studio Project: Between Two Suns
As the designated 3D modeller and artist for our studio project Between Two Suns, my role was central to communicating our visual identity while supporting key narrative themes. I contributed to the creation of modular assets, environmental composition, and the expression of story through environmental storytelling.
Each scene I developed was designed to balance visual aesthetics with functional level design, ensuring that our world supported gameplay mechanics while deepening immersion.
Tools Used
- Unreal Engine
- Blender
- Substance 3D Painter
- ZBrush
PROJECT WORK
MODULAR SHIP INTERIOR
A modular sci-fi environment built in Blender and textured in Substance Painter for Between Two Suns. Designed for flexibility and speed, each ship component connects seamlessly to form expansive interiors while maintaining visual cohesion. The worn metallic materials, controlled lighting, and colour cues support both gameplay navigation and narrative tone. The environment captures the tension between function and decay, creating a believable, emotionally charged space that anchors the player’s early experience in the game.
(NOT FUNCTIONAL) Preview Model →
‘KONDROCS’ BRUTALIST STRUCTURES
A collection of alien architectural assets designed for Between Two Suns, inspired by brutalist form language and themes of restrained power. Modelled in Blender and textured in Substance Painter, the Kondrocs structures balance sharp, monolithic geometry with softer curved elements to evoke both dominance and serenity. Built modularly for efficiency, these assets form the foundation of the Vent and Crash Site levels. Dynamic lighting and atmospheric effects enhance their presence, establishing a distinct visual identity for the Kondrocs species and reinforcing their narrative role within the world.
(NOT FUNCTIONAL) Preview Model →
