DesignDSTUDIO
Unreal Engine 5 · Unity · Solo

Places to look at, and games to sit in.

Cinematic environments built and shot in Unreal Engine 5, and small, finished games made in Unity, all by one person.

3
UE5 environment films
3
Games released
4K
Cinematic renders
1
Studio, start to finish
01 / Unreal Engine 5

Environments

Each one is built, lit, and shot as a short film in Unreal Engine 5, from the layout and set dressing to the lighting, camera work and grade.

A figure sits on a rock ledge above turquoise water inside a sea cave 5:31 · 4K
2025 · Music video

Lost on the Island

A castaway's island of limestone cliffs, scrub and clear shallow water, made for the music video Melodies of Time. The hard part was the water: reading as turquoise over sand, dark over rock, and clear enough to see the stones on the bottom of the cove.

  • UE5
  • Lumen
  • Water
  • Foliage
  • Sequencer
  • 4K
Tall grass in the foreground of a wide plain under a soft sky, mountains on the horizon 4K cinematic
2025 · Music cinematic

Melancholy Hill

A cinematic set to a cover of Gorillaz' On Melancholy Hill. A man runs through wind-blown grassland, past a tin-roofed cabin and down an empty road towards the mountains. The whole piece rests on the grass: it moves in every shot, and it has to read from both a drone's height and the runner's ankles.

  • UE5
  • Landscape
  • Grass & wind
  • Character
  • Sequencer
A silhouetted figure in a smoky alley lit orange, neon signs overhead Part 1 · 1:50
2025 · Environment, two parts

The Alley

One derelict industrial alley shot twice. Scaffolding, steel walkways, oil drums, hanging cable and neon signs. Part 1 is night: smoke, sparks and a warm grain like old film. Part 2 is the same alley in cold daylight, with every surface on show.

  • UE5
  • Kitbashing
  • Volumetrics
  • Niagara sparks
  • Two lighting passes

Part 1 on YouTube ↗ Part 2 on YouTube ↗

How they're made

Four passes

Every environment goes through the same four passes, and the camera comes first. Nothing is built that the lens won't see.

  1. 01

    Block out

    Grey shapes and a camera. The shots decide the layout, and the layout decides what gets built.

  2. 02

    Dress

    Rock, foliage, props and decals, added until the set holds up at the distance the lens sees it from.

  3. 03

    Light

    Sun, sky, fog and practical lights. This is the pass that makes a place feel like a time of day.

  4. 04

    Shoot & grade

    Camera moves in Sequencer, rendered at 4K, then graded and cut to music.

A runner on a wet road heading towards mountains, from Melancholy Hill

Every place starts
with a shot.

Melancholy Hill · Unreal Engine 5
02 / Unity · C#

Games

Small games, finished and released, plus the one on the bench now. Design, code, art, sound and trailers are all done in-house, and every released game is playable on itch.io.

2026 · Desktop companion

Tidewrack

A coastline at the bottom of your screen.

A strip of beach sits under your other windows while you work. The tide runs on a real clock and leaves things on the sand: shells, sea glass, bottles, bone. Clean them, identify them, and fill a cabinet. A pet you design dives for more. Leave a spare find out and an animal comes for it.

No streaks, no daily rewards, nothing that punishes you for closing it. It is a calm game in a genre built on making you come back.

Built in
Unity 6, C#, transparent click-through window
Content
6 coasts, 54 finds, 12 visitors, storms as prestige
Price
$1 on itch.io
2026 · Management horror

Night Shift

Don't let him go home.

Udin works the overnight desk at a lost property office. You are not Udin. You can only send him to things: the phone, the fuse box, the hatch, the back door. Everything you send him to do frightens him, and his nerve only comes back while he sits at his desk doing nothing.

Two or three things want him at once, and the far corner really is far. The game is choosing what to let go.

Built in
Unity 6, C#, top-down pixel art
Sound
Synthesised in code: room tone, distant knocks, the hum of a failing tube
Price
$1 on itch.io
2026 · Idle · First game

Rain Jar

A jar fills with rain. Spend it to make it rain faster.

The first game, made to learn the whole pipeline end to end: a number that grows on a timer, upgrades driven by data, saving, progress while the game is closed, and prestige. Evaporate the barrel for clouds and spend them in a cloud shop that changes what is possible, not only how fast it goes.

Built in
Unity 6, C#
Systems
Offline progress, prestige, golden drops, cloud shop
Price
Free on itch.io
In development · 3D creature RPG

Wildcode

Raise one partner. It becomes what you made it.

Raise a single creature, called a Wild, on an island where the data shows through the grass. Feed it, train it, praise it or scold it, then command it in side-on battles. How you raise it decides what it grows into, across a branching tree of seven forms.

Inspired by the raise-one-partner games of the late nineties, without the part where your creature dies.

Built in
Unity 6 (URP), C#, custom toon and water shaders
Systems
Raising and care, growth branches, real-time battles, tamers, shop
Status
In development
03 / Blender

Props

Game-ready set dressing made in Blender, textured and exported for Unreal Engine 5: the small things that make a scene look lived in.

04 / About

DesignD Studio makes places to look at in Unreal Engine, and games to sit in with Unity.

The Unreal work is environments made to be filmed: laid out for the camera, dressed, lit, shot in Sequencer and cut to music. Each one is a short film, not a turntable.

The games are small on purpose. Each one is finished and released, and each is as calm or as tense as it set out to be: a beach that lives at the bottom of your screen, a night shift you have to keep someone through, a jar that fills with rain.

Everything is made in one studio, from the models and the levels to the code, sound, edits and trailers.

A weathered timber cabin on red earth among treesFree asset

A free cabin for UE5

A game-ready timber cabin for Unreal Engine 5, given away free. The showcase is on YouTube.

Watch the showcase ↗
Timeline
  1. 2025Lost on the Island, Melancholy Hill, and The Alley parts one and two.
  2. 2026Three games released on itch.io: Rain Jar, Tidewrack and Night Shift.
  3. NowBuilding Wildcode, a creature-raising RPG in 3D.
Toolkit
Real-timeUnreal Engine 5, Unity 6
3DBlender
CodeC#, Blueprints, Python
FilmSequencer, editing, grading
2DPixel art, Canva
Contact designdstudio.business@gmail.com

For environment art, cinematics and small game work.