Note / Jul 18, 2026
A room full of lights.
I started this project wanting to understand the parts of an image that are easy to take for granted: where depth comes from, why one surface catches light differently from another, and how much movement changes the feeling of a scene.
The scene is deliberately small. A few cubes, textured material maps, a directional light, and four point lights became enough to make the room feel less like coordinates and more like a place.
The useful part was building it from lower-level pieces. Vertex data becomes geometry. Shaders decide how each pixel responds. A first-person camera turns a still composition into something you can enter. None of this is new technology, but seeing the chain work together made graphics programming feel far less abstract.
I still like that the project does not pretend to be a finished world. It is a study in giving simple things weight, shadow, and somewhere to be.