Environment Artist on
The Scraprooms
Multiplayer horror game built with Unity URP
The Game
The Scraprooms is an online extraction-looter where you and your team scavenge and sell junk before the timer runs out.

The MissionSee how far we can push URP to achieve high-quality visuals, while maintaining performance for an online game.

Introduction
Limitation fosters creativity


When I first started grayboxing in URP, I didn't realize just how limited realtime lights were going to be…
This, combined with our procedurally generated map, led me to explore baked emissives and prefab lightmapping as cheap, high-quality alternatives early on.


Little by little…



…through lightmapping + post-processing…


…we hit our goal.




Establishing workflows
"Static" environments

Taking what I learned from the interior, lighting the exterior became second nature while I preoccupied myself with making the outside feel expansive—aiming to leave players imagining what's beyond the game area.

Heavily inspired by LA's shipping districts, in the spirit of film we created a dynamic post-processing system that adjusts colors based on environment, assigning a unique visual tone to each location (5 in total).









Post-mission debrief
Innovation out of necessity

While we could've worked on Scraprooms for another year (in polish alone), we decided to end development on a positive note—publishing a game with fun mechanics, procedural content, and good reception.
Targeting low-end devices was a valuable motivation for our team that pushed us to produce 8 items, 2 enemies, 5 environments, proximity chat, and online networking—all in 7 months, a feat I'm quite happy with.

