PS1 PSX Alone in the DUSK – environment asset kit by EmaceArt
Alone in the DUSK is a PSX-style environment asset kit inspired by the mood of Silent Hill, Alone in the Dark and Twin Peaks Movie. Below you’ll find a description of the location, the current technical state of the pack, and plans for its further development.
Introduction
The location represents the outskirts of a town - a slightly hilly, tourist spot with a small bridge, benches, trash bins, guardrails and warning signs for visitors. It sits on the edge between nature and infrastructure: part scenic viewpoint for tourists, part unsettling road to nowhere.
The current screenshots show the scene without final post-processing. You’re looking at raw Unity lighting, still without the target colour grading, PSX/CRT filters, final fog or a finished sky. This makes it easier to clearly see how the models, materials and composition work on their own.
What still needs improvement (technical)
At this stage there are two main pain points in the scene, both already broken down into concrete tasks:
Overexposed, overly bright props - the guardrails, posts and some signs have albedo values that are too high, so under the current lighting they start to glow like small lamps in the frame. This breaks the value balance and the readability hierarchy of the scene. To fix: lowering the albedo on these materials and doing another exposure pass.
Inconsistent texel density - different objects use different UV scales, so the “pixel size” jumps between meshes. The PSX style stops feeling unified and the scene looks like a collage of different sources. To fix: a UV / texture pass to unify texel density across assets and repair stretched UVs.
Shading artefacts on some meshes - the current normal and tangent setup creates overly smooth shading that clashes with the low-poly PSX look. A few props pick up weird light gradients and specular streaks. To fix: simplify the shading by hardening vertex normals, cleaning up tangents and reducing normal map influence so lighting reads flatter and more consistent across assets.
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These issues are intentionally parked for a later focused pass, so that at this stage I can iterate quickly on layout and mood.
Roadmap for the pack
In the next iterations I plan to:
- UV / material pass: unify texel density and fix overbright materials on props - Shading pass: simplify shading by hardening vertex normals, cleaning up tangents and reducing normal map influence so lighting reads flatter and more PSX-like - Add post-processing: colour grading, PSX/CRT filter, and final fog and atmosphere for the location - Prepare ready-made scenes and prefabs so the asset kit can be dropped straight into a Unity project - Consider preparing a Godot version of the scenes if there is real interest in that
I’d really appreciate your feedback: how do you like the mood of this location and the overall direction of the pack so far? Let me know in the comments which elements work best for you, what you feel is missing, and what extra props or variants (for example different signs, more tourist-area details, support for a specific engine) would be most useful in your projects. Suggestions from the comments will help shape future updates of the asset kit.









































