Creating the pre-rendered background for the synagogue in Hineini was a challenge. The isometric environment, with its fixed perspective and lack of camera movement, posed significant constraints on the design process. Our primary concern was to maintain the readability of the scene while showcasing the synagogue's ornate decor.
Balancing the intricate details of the synagogue's architecture and preserving the visibility of the characters at a reasonable distance from the camera proved to be a delicate task. We understood that the essence of the synagogue should not be compromised, while ensuring that players could always perceive the characters' actions and emotions clearly.
To achieve this, we embarked on an iterative design process. Multiple versions of the synagogue's background were created and scrutinized until we achieved a satisfying result. We focused on selecting the most significant elements of the synagogue's decor and arranging them strategically in the scene. We needed a composition that would capture the grandeur and beauty of the space, without obscuring the character’s movements.
Through careful consideration and meticulous adjustments, we were able to strike a balance between the synagogue's architectural magnificence and the readability of the scene.


All 3D assets done by me. Textures from 3D Textures and texture can.

In the creation of the synagogue environment scene, we decided to prioritize the windows. We wanted a striking design that allows for dramatic lighting, creating an awe inspiring atmosphere. This seemingly small detail ended up going through a lot of changes and deliberations.
Using Photoshop, we crafted a stained glass window design. We chose the religiously meaningful symbols of the Torah scrolls, star of David and menorah. Once the design was finalized, we created it in 3D using Blender.
As the scene began to take shape, we explored different techniques to bring a sense of realism and ethereal beauty to the windows. We considered projection mapping, which allows colored light to filter through the window and project onto the ground.
However, as we delved further into the project and tested different lighting setups, we realized that projection mapping might not be the best choice for the scene's requirements. While it offered a visually intriguing effect, it detracted from the overall serenity and simplicity by being too gaudy and colorful.
Ultimately, we focused on manipulating light sources until we had achieved the effect of sunlight filtering through the windows.
In the end, our decision to forgo the more complex and visually striking projection mapping technique in favor of a simpler lighting setup proved to be the right choice. It allowed us to maintain the aesthetic and lighting needs of the scene, while adding a touch of authenticity and tranquility to the overall environment.


All 3D assets done by me. Textures from 3D Textures and texture can.