
The coastal city of Junon is home to the largest weapon in the world. During wartime none were able to stand against the might of this great city.

This model is my baby. So many hours were spent on bringing this environment from Final Fantasy VII to life.

The amount of reference on this city is limited. A small-scale statue of the cannon helped shed light on the areas that were never shown in the game.


In the original 1997 game, Squaresoft made minimal changes to the near-identical structures that populated the city. I created a dozen unique building designs to provide a sense of variety and realism.

Giving the buildings a distinct appearance while maintaining a low poly count proved necessary for the city portion of this model.

The submarine bay is never actually shown in Final Fantasy VII. Creating a new environment that was faithful to the original visual style was an enjoyable challenge.

The submarine's look is very similar to one that appears in the game. It's always fun to deconstruct a model and fill in the missing details not provided by the original source material.

In my imagination the door with the 1 on it leads to a bay with additional submarines ready for deployment.

While the majority of this environment was based off imagination, this gate actually exists in Japan. After modeling it I'd love to visit it someday!

Giving a backstory to my environments is part of the fun. This temple clearly suffered a major attack and has been abandoned for some time.



The pagoda was originally crated in 3DS Max long ago. I took the basic skeleton of this building and brought it into Maya, increasing the poly count and adding new details to the structure.

The pagoda, though not based on any one structure in particular, has many design aspects that do actually exists across several different pagodas in Japan.

This location is of significant importance to any fan of Final Fantasy VII. It always called out to me as one of the more memorable locations in the game, so getting to recreate it was a thrill.


The corridor in the upper right leads to a door with a Shin-Ra logo and keypad next to it - a nod to the original source material.

Some portions of this environment were hidden in shadow in the original game. This gave me the opportunity to add a lof of detail that flushed out the technological look of this setting.

Located right next to Disney Animation Studios off the 134 freeway in Burbank, this building always caught my attention with it's unique look. I took over 300 reference photos before I constructed this model.

Since I obviously don't have access to the roof, I used Google Maps to get satellite photos for what I wasn't able to see from the ground.

One thing I love about this building is that it's divided into 3 segments, with the middle having a completely different look than the front and back.

The back (or employee) entrance faces Disney Animation Studios. This broad side of the building faces the freeway and required some creative means to photograph.























The coastal city of Junon is home to the largest weapon in the world. During wartime none were able to stand against the might of this great city.
This model is my baby. So many hours were spent on bringing this environment from Final Fantasy VII to life.
The amount of reference on this city is limited. A small-scale statue of the cannon helped shed light on the areas that were never shown in the game.
In the original 1997 game, Squaresoft made minimal changes to the near-identical structures that populated the city. I created a dozen unique building designs to provide a sense of variety and realism.
Giving the buildings a distinct appearance while maintaining a low poly count proved necessary for the city portion of this model.
The submarine bay is never actually shown in Final Fantasy VII. Creating a new environment that was faithful to the original visual style was an enjoyable challenge.
The submarine's look is very similar to one that appears in the game. It's always fun to deconstruct a model and fill in the missing details not provided by the original source material.
In my imagination the door with the 1 on it leads to a bay with additional submarines ready for deployment.
While the majority of this environment was based off imagination, this gate actually exists in Japan. After modeling it I'd love to visit it someday!
Giving a backstory to my environments is part of the fun. This temple clearly suffered a major attack and has been abandoned for some time.
The pagoda was originally crated in 3DS Max long ago. I took the basic skeleton of this building and brought it into Maya, increasing the poly count and adding new details to the structure.
The pagoda, though not based on any one structure in particular, has many design aspects that do actually exists across several different pagodas in Japan.
This location is of significant importance to any fan of Final Fantasy VII. It always called out to me as one of the more memorable locations in the game, so getting to recreate it was a thrill.
The corridor in the upper right leads to a door with a Shin-Ra logo and keypad next to it - a nod to the original source material.
Some portions of this environment were hidden in shadow in the original game. This gave me the opportunity to add a lof of detail that flushed out the technological look of this setting.
Located right next to Disney Animation Studios off the 134 freeway in Burbank, this building always caught my attention with it's unique look. I took over 300 reference photos before I constructed this model.
Since I obviously don't have access to the roof, I used Google Maps to get satellite photos for what I wasn't able to see from the ground.
One thing I love about this building is that it's divided into 3 segments, with the middle having a completely different look than the front and back.
The back (or employee) entrance faces Disney Animation Studios. This broad side of the building faces the freeway and required some creative means to photograph.