Escape room Assets
3D assets development process
For our 3D escape room game, my main role has been creating 3d models for a variety of different assets to put in the project. For this, I have been using 3ds Max to create different assets to put in some of the rooms. So far I have created assets such as beds, chairs, a wardrobe and some other smaller assets like a mug just for background items.
- Coffee mug: I first used a basic cylinder shape, adjusting the height and radius from the front viewpoint, then adjusted its segments. I then deleted the vertex to make the hole in the middle and then selected the editable poly modifier to resize it. To create the handle, I drew a smooth line using the line tool, then from the modify tab, I selected Rendering > enable in viewport, to adjust the thickness of the handle, then moved it in place and rotated it to its correct position.
- Vent grate: I started of with selecting the "Box" tool from the Create panel or press "Keyboard Shortcut: '6'". I then used click and drag to move it in the viewport to create a box. This was used as the base shape of your vent grate. I then adjusted the dimensions of the box using the parameters in the "Modify" panel to match the size I wanted for the vent grate. I continued to refine the shape and details of the vent grate by selecting different sub-object modes (Vertex, Edge, Polygon) and using various tools like Extrude, Bevel, and Chamfer.

- Table: I first started with the table top so I knew how big of a gap would be needed for the table legs. To create the tabletop, select the "Create" tab from the top menu, then click on the "Standard Primitives" button. Choose "Box" from the dropdown menu. Click and drag in the perspective viewport to create a box. Release the mouse button when you're satisfied with the size. I then Right-clicked on the box, and from the context menu, selected: Convert to Editable Poly." This step allows you to manipulate the object's vertices, edges, and polygons more freely. To add the legs to the table, all I needed to do was to create a smaller box and once I had one leg positioned correctly, I simply duplicated it to create the other legs and positioned them correctly, which I then selected them all and chose attach from the context menu. This helped to merge all the selected objects into a single editable poly object.
- This one was one of the assets that had the most detail added, I first simply started off with a standard box primative and used the relax tool from the modifier list to refine the shape, adding details like curves to make the shape look more like the seat. I also used additional modifiers like Turbosmooth to smooth out the chair. Once the seat was created, I then focused on the back rest part of the chair.
- I started the cupboard off with a simple box primative with a length of 22, width of 96 and a height of 96 parameters, then converted to an editable poly. To create the doors, I selected the 'polygon' sub object tool to make the frames by adjusting the parameters in the modify panel to set the dimensions of the box according to the cupboard size. The cupboard handles were made using the line tool, then turned it into 3D shape by selecting 'Enable in renderer' and 'Enable in viewport', then duplicated the handle x3 (Length: 1.2 parameters, Width:0.28 Parameters)
Title screen (Using photoshop)
- then started designing this title scree to use for our game 'Breach', using Photoshop. I first looked for images on google that resembled the look of our game, where its an empty futuristic spaceship surrounded by red lights, so I thought this image captured the same vibes. Once the image was selected, I used the blur tool to blur out the image to make it not so clear to see, trying to make it a bit more mysterious.






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