ENV Perimeter | #02 Behind the Design

Making Of / 10 July 2026

ENV Perimeter | Behind the Design #02

From Arch-Vis to Gamedev

One of the biggest challenges during this project wasn't modeling. It was changing the way I approached environment creation.

In architectural visualization I was used to working with mature asset libraries that had been developed over many years. That allowed me to focus on composition and storytelling while creating only the assets that were truly unique and couldn't be sourced from existing libraries. This project forced me to rethink that workflow.

Every asset is created from scratch, so every new model has to justify both the production time invested in it and the value it adds to the project. Instead of simply expanding the environment, I started asking a different question: Can this asset support the story while also becoming part of a reusable production library? 

The Birch

The same challenge extended to vegetation. Since it plays a major role in this environment, I decided to build my own procedural tree generation tools. Although that work was valuable, it also shifted the project's focus toward tool development instead of the environment itself. It became another reminder that every technical decision comes with its own production cost.

The Shelter

The Shelter was originally intended to be the main focal point. The idea was to create a strong contrast between a massive reinforced military structure and the surrounding forest, while the warehouse played only a supporting role.

The Warehouse

As production progressed, however, I realized the warehouse offered far greater opportunities for both storytelling and reusable assets. It naturally evolved into the project's primary location. Originally, the warehouse served as the logistics and maintenance hub supporting the nearby shelter. After being partially destroyed during the conflict, it was repurposed as a temporary APC repair depot.

That narrative also justified a much broader range of reusable assets. APC components, maintenance equipment and workshop props all became part of the same production library, reducing the number of unique models while making the environment feel more believable and functionally consistent.

A Turning Point

By this point the project had grown far beyond its original scope. Managing that complexity became a challenge in itself and ultimately changed the way I approached production. I'll cover that in the next update.