For the keen-eyed readers, you might notice that the dreamscape/hub world seen in some of my screenshots are different from the actual "floating islands".
Along with the fact that I was not aware of the complexity when building a 3D environment from scratch (my previous escapades were built using Spatial.io custom packages), the design of the environment itself had to be remade entirely.
The initial design, pictured below, leaned more towards a surreal aesthetic heavily inspired from "Monument Valley", a classic mobile game. However, from a game design standpoint, due to its linear and narrow paths, it did not function well as a hub world for players to interact with each other.


Early render of the dreamscape (left) and references to Monument Valley (image credit: ustwo games)
It was at this point where I did come to terms with my inexperience.
I was definitely not at a level where I could create a unique 3D environment by myself, in the timeline that I set out for myself. Hence I decided to scale back and greatly reduce the scope of the dreamscape. At the very least, I wanted an area where Wisp can move around and the environment still needed to be fleshed out while keeping interactions to the minimum. That in itself isn't a small task by any means, as I quickly realise the staggering amount of effort needed.
Of all the skills I learnt, there are 3 that deserves special mention.


Base model in Blender (left) and completed model (left)
The broken fragment from the Crystal is meant to be the spot where players can read messages from others by interacting with it. The base model was sculpted in Blender and then transferred to Substance Painter where the final materials are applied. Substance Painter was an entirely new software for me and this was my first attempt at it.
Waterfall created with Unity's shader graph system.
As part of the dynamic environmental elements in Nascent, the waterfall was the one that took the most time. However, I decided to dug deep as I felt a waterfall was necessary to visually connect the 2 islands together and also create a better sense of scale. I was very new to the Unity Shader Graph system to create VFX but following
this tutorial helped guide me through the entire process.
I was exposed to the many "smoke and mirrors" that is the world of VFX and it was amazing. The waterfall itself contains 4 parts : the base waterfall mesh, the foam that flows along the mesh, the ripple and then the splash. Piecing them together to sell the effect was almost as fun as seeing the final product!
Weird whirlpool starfield effect.
Next I wanted to create a portal effect. This was done by mixing 2 different types of shaders into 1. First was a continuous inward ripple and second was the star field made using simple noise. This was done on my own after watching various tutorials and it was like a mini-assignment for me. I was happy about how it turned out, though on second thought having the star field might not make much sense. A blurred view of the teleported position might be better.
From learning about Navmesh agents, creating a simple level design and even controlling the player camera and movements was new and challenging but I am glad that it still turned out okay.