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Crimson Night Hangar Bay - Trim Sheet STudy

Trim Sheet Optimisation Study – Game Ready Asset Workflow

This project explores the use of trim sheets and modular workflows to create optimised game-ready assets. Using Autodesk Maya, I created a custom trim sheet which was then used to produce nearly 100 unique objects, all sharing the same material.

A key focus of this project was keeping the geometry as lightweight as possible while maintaining visual quality. I achieved this by reducing polygon counts and relying heavily on baked normal maps to add surface detail and create the illusion of additional geometry without increasing performance costs.

The assets were textured using Substance 3D Painter and brought into Unity, where I created a custom shader system allowing individual panels and lights to be masked and adjusted. This enables easy control over colours, emissive values, and material variations directly in-engine without requiring additional texture sets.

As an additional experiment, I used the same trim sheet workflow to kitbash a spaceship, reusing the same material language and design elements so that it blends seamlessly into the environment.

This project was heavily inspired by the modular building approach seen in Halo: Reach’s Forge system. The flexibility and readability of its modular kits were a major influence on the design of this workflow, and growing up playing Halo played a big part in shaping my interest in modular environments.

The goal of this project was to explore optimisation techniques, efficient texture reuse, modular asset creation, and scalable workflows used in real-time game development.