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Synthwave Bedroom // AXYZ Main Menu

I'm excited to finally share a project I’ve been working on for the game AXYZ: a 3D synthwave-style bedroom scene created as the background for the game’s menu.
Crafting the Scene
The task was to design a static background scene featuring a retro bedroom with a strong synth-wave vibe. The challenge was to match the semi-realistic style of AXYZ while ensuring the scene remained efficient for real-time use.
I used 3ds Max for most of the modelling, focusing on the clean topology to ensure the scene was optimised without sacrificing detail. The difference between high poly and low poly was subtle but necessary, particularly for elements like the pillows and blanket, which required a careful balance between detail and performance. The posters were another interesting challenge—I wanted them to appear slightly worn and bent, which required a bit more topology than I initially planned.
Texturing & Detailing
Texturing was where the scene truly came to life. I used Photoshop and Substance Painter to create detailed textures and hand-painting elements like the blanket pattern and separate poster images.
Engine & Rendering
The final scene was optimised for Unity, with all models and textures adjusted to fit the game’s technical requirements. For my own exploration, I also rendered the scene in Unreal Engine 5, which allowed me to experiment with different lighting setups and materials. You’ll notice some differences, like the tiles on the bed board in my personal render versus the striped version in the game-ready model—a fun opportunity to explore more complex texturing techniques.

Final render in UE5.

Final render in UE5.

Final render in UE5.

Final render in UE5.

Final render in UE5.

Final render in UE5.

Concept work based on the given model of a retro PC.

Concept work based on the given model of a retro PC.

Mood board containing references for separate objects as well as general references for lighting and style.

Mood board containing references for separate objects as well as general references for lighting and style.

Showcase of the Roughness, Wireframe, Normal, and Ambient Occlusion maps.

Showcase of the Roughness, Wireframe, Normal, and Ambient Occlusion maps.

Progress of the scene. From initial + placeholders textures to the finalised view in UE5.

Progress of the scene. From initial + placeholders textures to the finalised view in UE5.

UV unwrap of the complex bed model.

UV unwrap of the complex bed model.

UV unwrap of the audio device.

UV unwrap of the audio device.