Enriching Scene Details
During the early stage of scene building, my main focus was on whether the spatial structure worked, such as clear paths and reasonable scale. As the project developed, I realised that a strong scene design also needs to hold up when viewed slowly. At this stage, I began systematically adding more environmental details.

Adding Effects and Atmospheric Elements
Once the main structure of the scene was stable, I started introducing visual effects to strengthen the overall atmosphere. These effects were not meant to be visually aggressive, but to support the mood of the environment. Examples include water mist, subtle floating particles, light dust, and local fog effects.

Lighting System Adjustment
Within the context of a Chinese-style cave, the lighting is not designed to be evenly distributed. Instead, light and shadow are used to guide the character’s movement. Some areas are intentionally kept darker to increase a sense of the unknown, while key points are highlighted with focused light sources to create visual pauses. This lighting approach adds rhythm to the exploration process and makes the scene feel closer to lighting design in real game levels.


Character Model and Animation
For character animation, I used basic walking, running, and turning animations to make the character’s movement feel more natural within the environment. The animations themselves are simple, but with proper timing and transitions, they are sufficient to support the needs of a demo-style presentation.


Third-Person Camera and Interaction
Once the character movement was stable, I further adjusted the behaviour of the third-person camera. By fine-tuning the follow distance, rotation response, and camera height, I ensured that the player can clearly see the character’s actions while still being able to read the surrounding environment during exploration.

Rendering and Editing: Creating a Game Demo Feel
After the main content was completed, the project moved into the final presentation stage. I used Sequencer to arrange basic camera shots, combined with render settings and simple editing to improve the overall polish of the work.
At this stage, I intentionally referenced game trailers and gameplay demos rather than traditional animated short films. The camera maintains a strong player-perspective feeling, reinforcing the sense that the project is a playable game demo rather than a purely cinematic animation.

