Production case study

COMATOSE

A contained open-world horror experience built inside a fully designed building interior.

RoleGeneralist / Technical Artist / Programmer
Team15 people
EngineUnity
TimelineSep 2025–Apr 2026

The brief

Build a world that feels larger than its walls.

COMATOSE was developed as a 15-person multidisciplinary Brock University studio project. The goal was to create an open-world experience contained within a building, using environmental variation, interactive props and systemic feedback to keep exploration readable.

My contribution crossed the boundary between art and implementation: building interior content, creating and integrating props, supporting lighting and VFX, implementing player-facing menus and helping program character movement.

My contribution

01

Environment & assets

Designed the building interior and created structural, medical and environmental props for real-time use.

02

Technical implementation

Carried content from DCC creation into Unity, supporting scene assembly, colliders, lighting, post-processing, VFX and interactive audio.

03

UI & gameplay

Built pause and startup menus and contributed to character movement, pickup interactions and player feedback.

Player-facing systems

A rough-edged interface built for the game’s horror identity.

The menus extend the environment’s distressed visual language while keeping the essential game states and audio controls clear.

From asset to engine

Building the space in Unity.

Scene assembly connected authored props with cameras, colliders, scripts, lighting and navigation inside the larger hospital environment.

Asset pipeline

Medical props built for a coherent world.

Reference, topology, materials and engine integration were treated as one continuous workflow rather than separate tasks.

Additional production evidence

Props, prototypes and material tests.

Supporting captures document the smaller assets and iteration work that helped the larger environment feel inhabited and interactive.

Outcome

One environment, many disciplines.

The final production combined environment art, technical implementation, UI and gameplay support within a shared 15-person pipeline. It strengthened my ability to move work from an idea, through asset development, into an interactive Unity scene.

Available for opportunities

Let’s build somewhere unforgettable.

ekraj.1503@icloud.com