Race Car Turret Prototype
A university prototype built around a race car mounted with a turret, exploring vehicle handling alongside independent turret aiming and firing.
PrototypingGameplay SystemsVehicle Physics
Race car turret prototype — university project.
Astros Visit
A first-person exploration game set in 2099. Earth has been abandoned following an irreversible nuclear disaster, and the human race has moved to Mars as a temporary measure. You play as an astronaut returning to Earth to assess whether the planet is habitable again. The game takes place inside an overgrown, post-apocalyptic power plant, with the player navigating decaying industrial environments reclaimed by nature.
Unity
C#
Level Design
Environment Art
3D Modelling
Blender
Spacecraft — The player's spacecraft, used to travel between Mars and Earth at the start of the game.
Main menu — The guide screen showing the lore: Earth abandoned in 2099, the player returns from Mars to assess if it's habitable.
Circular arena — Curved wooden seating banks surrounding the circular floor of the power plant interior, with the glowing column at the centre.
Character in scene — The astronaut character silhouetted in a dark wooden-panelled interior room.
Interior — Looking up through the overgrown power plant interior, with the vine-covered central column rising through the decaying structure.
Environment blockout — Stadium-scale interior blockout for the power plant, with tiered seating banks and a cantilevered roof built to define the space before texturing.
Ancient Greece Interactive Educational Series
A fully rendered interactive educational game series set in Ancient Greece. Covers key historical settings including the Acropolis, the Circus Maximus chariot racing arena, and the Trojan Horse. Assets were modelled in Blender, textured with PBR materials, and brought into Unity for gameplay. The project involved full environment design, character placement, and interactive scene building.
Visit ancient.greece.tobyhall.uk
Unity
Blender
Substance Painter
Environment Art
PBR Texturing
Level Design
Acropolis — fully rendered — Textured and lit Acropolis scene in Unity with marble surfaces, golden pediment details, rocky hill base, and a sky environment.
Hippodrome / Circus Maximus — Chariots and horses lined up at the marble arched starting gates of the hippodrome, grandstand visible to the right.
Acropolis under siege — The temple during the battle scene, fire and smoke erupting from the surrounding walls.
Trojan Horse — The wooden horse on its wheeled platform inside the walled citadel, a warrior behind it, the gate open to golden sand dunes and a sunset sky.
AI Emotion Adoption — ML-Agents Commission
Commission work for a Unity ML-Agents deep learning research project exploring how AI agents can adopt and express emotions. My role involved creating the agent character models in Blender, small blob-like creatures rendered in different colours to represent different emotional states. The models were built to be simple enough for real-time use in a reinforcement learning environment while still having a clear visual identity per emotion. Also included a concept aircraft render produced as part of the same commission.
Blender
Unity ML-Agents
Character Modelling
Commission
AI Research
Blue agent — Rounded blob character with black oval eyes representing one emotional state.
Green agent — Same blob form in bright green representing a different emotional state.
Yellow agent — Yellow variant with teardrop-shaped eyes giving a slightly different expression.
Red agent — Same blob form in deep red, representing a more intense emotional state.
Indiana Jones Inspired Adventure Game
A side-scrolling adventure game inspired by Indiana Jones, built in Unity. Features a low-poly open world with forest environments, a winding river with a bridge, cave exploration with torchlit interiors, and NPC characters including a horse. Designed around exploration, atmosphere, and environmental storytelling.
Unity
C#
Level Design
Environment Art
Low-Poly
World overview — Aerial view of the full game environment, showing the winding river, pine forest, settlement, bridge, and NPC patrol paths.
Cave entrance — Character approaching a torchlit stone cave carved into the cliff face.
Horse NPC — Low-poly horse grazing in the pine forest with a carriage prop.
Forest encounter — Two characters in a foggy pine forest, lit by warm directional light.
River crossing — Characters by a winding river at sunset, one standing on a wooden dock.
Running — Character sprinting through the sunlit pine forest.
Concepting — Environments & Characters
Early-stage work shown as part of the development pipeline, including environment blockouts for Astros Visit and the Ancient Greece hippodrome, alongside the full astronaut character pipeline from pencil concept through to rigged Blender model.
Blender
Character Modelling
Rigging
Concept Art
Texturing
Stadium blockout — Tiered seating banks and cantilevered roof built to define the Astros Visit power plant interior space before texturing.
Arena layout — Hippodrome blueprint: a U-shaped track boundary modelled over historical reference plans in Blender.
Concept sketch — Full body astronaut with two helmet variations drawn in pencil.
Model sheet — T-pose with breakdowns of head, torso, hands, and weapon prop.
Rigged & textured — Character with PBR textures and bone rig active, arm raised to test the rig.
Final character — Fully textured T-pose: dark outfit with red details, balaclava, suspenders, and boots.
Helmet render — Black reflective visor, silver shell, and gold chain chin strap.
Hand rig — Hand and forearm with finger, knuckle, and wrist bones set up in Blender.
Ancient Greece — Acropolis Project
A large-scale historical reconstruction project modelling the Acropolis of Athens in Blender, including the Parthenon, surrounding structures, columns with PBR marble and gold textures, a walled citadel, and a low-poly Trojan Horse prop.
Blender
Substance Painter
Architecture Modelling
PBR Texturing
Historical Reference
Full Acropolis — Parthenon and all surrounding structures placed on the hill platform.
Parthenon — Isolated temple model with full colonnaded exterior, pediments, and stepped base.
Blueprint reference — Columns placed over a historical Parthenon plan, an 8x17 layout built to measured scale.
Column capital wireframe — Abacus and echinus detail with clean edge loop topology.
Textured columns — White marble with gold band rings and a sandy base plinth, PBR in Substance Painter.
Trojan Horse — Low-poly stylised prop with wood grain texture and dark iron hoof blocks.
Troy citadel — Circular fortified city with towers, battlements, and a temple at the centre.
Marble wall — Textured marble wall section with dark stone trim and column prop, full PBR pass in Substance Painter.
Vehicles — Biplane & Cars
Vehicle modelling projects: a red biplane rendered with a sky background in Blender, and two game-ready car models showing a textured version alongside its undamaged mesh.
Blender
Vehicle Modelling
PBR Texturing
Rendering
Biplane — Red double-wing seaplane with wire struts, float landing gear, and rendered sky background.
Cars — Red textured version with racing stripes alongside the grey base mesh variant.
Building & Environment Concepts
Architectural modelling explorations: a set of building concepts at varying stages of completion, and a detailed archway structure with integrated planting.
Blender
Architecture
Environment Design
Architecture concepts — Ruined overgrown structure on the left, clean cubic building with steps on the right.
Archway — Curved arch with hanging plant growth along the top and a rounded lantern prop.
Props & Practice Pieces
Smaller modelling exercises and prop work: a stylised cartoon fish character and a hand/arm model used to practice organic modelling techniques.
Blender
Organic Modelling
Prop Design
Fish character — Chunky cartoon fish with a large expressive eye, open mouth, and small fins.
Hand rig (alt view) — Overhead view of the hand and forearm bone rig in Blender showing the full joint hierarchy.
Log Cabin
A fully modelled and textured log cabin built from scratch in Blender, from grey untextured blockout through to a complete PBR texture pass. Includes detailed porch construction with railings, a blood-stained door prop, and a full wood texture breakdown sheet showing the individual materials used across the asset.
Blender
Substance Painter
PBR Texturing
Environment Art
Prop Modelling
Final render — Completed log cabin with snow-dusted roof, detailed log wall texture, and front porch.
Mesh breakdown — Grey untextured model sheet with close-ups of door, roof corner, floor, and log joint.
Porch — Entrance canopy, columns, lattice railings, and steps, with the door visible at the back.
Door prop — Wood grain door with blood splatter texture, metal panel, handle, and hex bolt lock.
Railings — Three angles of the weathered white metal railing section used on the cabin porch.
Texture sheet — Full material breakdown: all cabin textures laid out including log walls, floor planks, stone steps, and porch detail.
Weapons
Two weapon props modelled and textured in Blender with Substance Painter: a medieval-style dagger with a blood and rust texture pass, and a crossbow with wood stock and wrapped cord grip.
Blender
Substance Painter
PBR Texturing
Weapon Props
Dagger — Double-edged blade with blood and rust weathering, tweed-wrapped grip, and ring pommel.
Crossbow — Wooden stock with cord wrapping, metal rail, black limbs, and bowstring.
Props & Everyday Objects
A varied set of standalone prop models: a park bench, industrial cable spools, a DJ controller scene, a smartwatch render, a stone disk/gear piece, and an overgrown stone well. Each explores different materials and rendering environments.
Blender
Substance Painter
KeyShot
PBR Texturing
Park bench — Wooden slatted bench with cast iron frame, textured with PBR wood and metal materials.
Cable spools — Two industrial reels of black and white cable on wooden drum frames.
DJ controller — Full DJ setup with jog wheels, mixer, pads, headphones, laptop, and a Los Pollos Hermanos cup.
Smartwatch — Apple Watch-style model with activity ring display, rendered on a rocky ground environment.
Stone disk — Dark stone circular piece with stepped notch cuts around the rim, a gear or well cover prop.
Stone well — Top-down view of a brick well with a hanging bucket, surrounded by dense ivy and dead wood.
Characters & Stylised Models
Stylised character models and fun renders: two rubber ducks (a standard yellow and a Batman-themed version) rendered on a sea environment, and two Minecraft-style voxel mob heads (chicken and pig) as prop models.
Blender
PBR Texturing
Character Modelling
Stylised
Rubber ducks — Batman-themed and standard yellow rubber ducks rendered on an ocean environment.
Minecraft mobs — Voxel chicken and pig heads modelled in the Minecraft block style.
Architecture & Structures
Two standalone architecture models: a detailed New York-style multi-storey brick building with a metal fire escape staircase, and a geodesic dome structure on a flat rooftop with countryside views.
Blender
Substance Painter
Architecture
PBR Texturing
Brick building — Red brick facade with arched windows and a detailed metal fire escape staircase.
Geodesic dome — Triangular panel dome with diamond accent windows on a flat rooftop, countryside behind.
Recaro Spectrum
Spectrum — front three-quarter render
Spectrum — alternate angle