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CodingDesign2024

Unity Room — A Spatial Study in ProBuilder

A minimal 3D room built entirely in Unity ProBuilder. A spatial study — scale, lighting, composition, player-view flow — intended as the foundation for future VR scenes.

Unity Room — A Spatial Study in ProBuilder — cover
01 · Brief

Build a calm, navigable room — entirely from primitives.

I gave myself a one-week constraint: build a 3D space worth being inside, using only Unity's primitive tools and ProBuilder. No imported assets. The point was to study composition and proportion at the level of geometry, not at the level of decoration.

Editor view of the Unity room scene
Scene view — grid-snapped primitives via ProBuilder.
02 · Composition

Walls, platforms, cutouts — flow before furniture.

Layout came first. I sketched the negative space — where would someone walk, where would they stop, where would their eye land — then placed walls and platforms to make those moments happen. Every surface was modelled with first-person scale in mind, so movement through the room would feel proportionate, not theatrical. Cutouts and platforms create the rhythm; the room reads like a corridor designed to slow you down.

03 · Light

Baked lighting plus real-time spots — light defines depth.

Materials were intentionally flat — almost no PBR detail, just clean colour. The room's depth comes from light, not from textures. Baked global illumination provides the soft gradients; a small number of real-time spots cast hard shadows on what matters. I also tested colour-temperature shifts to fake different times of day, since the same geometry reads completely differently under warm vs. cool light.

Wide first-person view of the finished Unity room
Final wide view — light defining depth, geometry kept minimal.
Outcome

A small, navigable scene — useful as a starting environment for future VR or game projects, and as a personal reference for what a real-time space can do with very little geometry.