3D modelling and animation · team of 4 · Blender + Unreal Engine
Abandoned house
An eerie, sterile-dystopian house explored in first person in Unreal Engine, patrolled by a robot vacuum with a teddy bear riding on top. Made in a team of four for 3D Modelling and Animation at Macquarie University. I made most of the assets, the animation and the layout.
The brief
Our team chose a scanning surveillance robot, an abandoned house and a sterile dystopian style, and aimed for a scene that feels eerie and unsettling. The player starts outside in a forest, with trees and shrubs blocking their view, and explores the house in first person. Horror tropes shaped the details, like a rocking chair moving by itself in a room deep inside the house.
The security drone
- The scene's central animated model: a robot vacuum with a teddy bear riding it, holding reins like a chariot
- Animated along a movement path, it loops through the rooms and docks at its charging station for a while before setting off again, so movement breaks the stillness of an otherwise abandoned house and lures the player to follow it
- The bear's armature makes its head flop as the vacuum turns, faking ragdoll physics through weight painting rather than a physics simulation
- Deliberately low poly (16-edge cylinders and 16×8 UV spheres), so the bear's soft, slumped shape still reads clearly from the player's view in Unreal
Building the scene in Unreal
- The scene was assembled in Blender first to catch assets that broke on FBX export, which were repacked and fixed before importing into Unreal Engine
- Laid out from the largest pieces down: the house and interior first, then trees, shrubs and the perimeter fencing
- Post-process volumes add atmosphere: auto exposure and film grain at the fence line, grain near the TV and the charging dock, and desaturation around the drone
- Lighting tells the story: orange bulbs worn out from being left on, blown and flickering lights, and a purple light in the closet that no other room uses
- Environmental storytelling: the owner's keys and phone sit on the shelf by the front door, as if they came home and vanished
How the team worked
We listed every model in a shared document and split the roles by strength: Unreal scene design, common models, and the complex animated model. Each model was blocked out from basic meshes before detailed modelling, and the whole scene shared one gradient colour palette (a texture atlas from itch.io), which kept UV colouring quick and the project lighter.