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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.

Timeline
Mar 2025 – Oct 2025
Team
UC Irvine
Role
Environment DesignLighting
Location
Irvine, CA
Scraprooms interior

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

Scraprooms interior, wide

Introduction

Limitation fosters creativity

Lighting discussion with the teamRealtime lighting failing at scale

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.

Baked spotlightsBaked emissive material
Baked spotlights vs. baked emissive material

Little by little…

Lighting iteration 1
Lighting iteration 2
Lighting iteration 3

…through lightmapping + post-processing…

Lightmapped interior
Improved emissives

…we hit our goal.

Final interior lighting
Final interior detailFinal interior detailFinal interior detail

Establishing workflows

"Static" environments

Exterior environment

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.

Exterior shipping yard

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).

Location color gradeExterior color grade
Post-processing comparison (before)
Post-processing comparison (after)
BeforeAfter
Backrooms area lighting comparison (before)
Backrooms area lighting comparison (after)
BeforeAfter
Location color gradeLocation color grade
Concert hall location

Post-mission debrief

Innovation out of necessity

Early prototype screenshot
Screenshot from one of our first prototypes 🥹

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.

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