This week, we received a variety of topics, including NHS patient care, causality in animation, and physical objects. I chose the theme of dark fantasy and gothic and joined Anis’s group. After discussion, we decided to create a three-layer dungeon. We will use Unreal Engine for the final composition and rendering.
Initially, we explored ideas related to religion and the underworld. We wanted each dungeon layer to have a distinct theme while maintaining an overarching connection. The first layer features a gothic aesthetic, the second is filled with mycelium and plant life, and the third is shaped by molten lava. This progression symbolizes a descent into the depths of the self and the subconscious—where the deeper one goes, the more chaotic and uncontrollable it becomes, ultimately reaching the core of human primal chaos.
In the first week, we experimented with different styles. I gathered a large number of reference images and uploaded them to Mirror. I’m particularly drawn to dark fantasy works like Dark Souls and Bloodborne, especially the way they depict the struggles of survivors in a ruined world. This theme resonates with me deeply, making me feel truly passionate about this project.


We only have two months, so designing the layout and ecosystem of all three dungeon layers is an incredibly challenging task. Since the dungeons need to be logically connected, this involves some level design knowledge.
The creatures within the dungeon may function as producers, consumers, and decomposers, forming a self-sustaining food cycle in the absence of external interference. Their characteristics must align with the design style of each layer, and some may even undergo periodic growth and developmental changes. For example, mimetic plants might have distinct transformations from seed to maturity, which we need to carefully consider.
With all these elements to integrate, we have a massive task ahead of us.
Later, I suggested incorporating gargoyles into each layer, as they are a quintessential element of the gothic style. Since our project is set in a dungeon, we couldn’t express gothic aesthetics through architecture. Instead, we explored the possibility of using gargoyles as a unifying visual motif.
After discussion, we decided that the gargoyles in each layer would have distinct eye colors to reflect their environment. The gothic-themed first layer features gargoyles with blue eyes, the second layer, dominated by plants and mycelium, has gargoyles with green eyes, and the lava-infused third layer features gargoyles with red eyes. This color progression reinforces the thematic evolution of the dungeon.
ref of gargoyles:
The gargoyle design was relatively convenient for us because gargoyles don’t require a growth cycle and can seamlessly adapt to the dungeon environment. This meant we didn’t have to spend too much time developing complex lore or justifying their existence within the setting.
