Oceanview Motel - Control
The Oceanview Motel, built and rendered in UE 5.1 with Lumens and Hardware Raytracing.

The Oceanview Motel, built and rendered in UE 5.1 with Lumens and Hardware Raytracing.

The Fan and shelves behind the Front Desk, where I tried to closely replicate the deep shadows interacting with the silhouette of the fan.

The Fan and shelves behind the Front Desk, where I tried to closely replicate the deep shadows interacting with the silhouette of the fan.

A render of the blue tint hallway, blending with the natural lighting of the open area.

A render of the blue tint hallway, blending with the natural lighting of the open area.

Corner Render of entire scene

Corner Render of entire scene

Fan (Substance Painter). I had taken the time to model the fan with geometry for the circular rings casing the fan blades. There was consideration for making these purely in texture to save on gemoetry however it did not give the desired shadows in scene

Fan (Substance Painter). I had taken the time to model the fan with geometry for the circular rings casing the fan blades. There was consideration for making these purely in texture to save on gemoetry however it did not give the desired shadows in scene

TV - Textured

TV - Textured

Coffee Machine - Textured

Coffee Machine - Textured

Fan, Coffee Machine, TV and Ceiling Light UV

Fan, Coffee Machine, TV and Ceiling Light UV

Asset Gym

Asset Gym

Assets - Close up

Assets - Close up

Wall Modules and Materials

Wall Modules and Materials

Oceanview Motel - Control

As part of my Lighting Study for my Lighting and Rendering module in my Masters, I have been recreating the Oceanview Motel scene from Remedy's game, Control. Everything in the scene was modeled, textured, and built in Engine by myself, in Blender, Substance Designer, Substance Painter, and Unreal Engine 5.1 with Lumens + Ray tracing.

I have tried to replicate the lighting of the original scene from the game as close as I could, which has gave me a clearer understanding when working with lighting and Post Processing within a game scene.

Areas I could improve the art piece:
- There were some assets that I had not created due to time constraints. Such as the clock on the wall, and posters. While these had less of an impact on the lighting itself, (though would have had some minor impact in colour + light reflection), I feel as their absence impacts the scene as it causes too much negative space. Creating these assets would be a must.
- There is still room to improve the atmospheric fog within the environment, which currently is very lightly applied. Adding dust particles would also add some subtle detail to the scene.