Projects developed for other FiveM clients

TSTUDIO - TURBO SAIF

Mission Row Park Project Development

01

Tstudio

Mission Row Park — Creative Process & Development

The project began with a clear vision from the Turbo Saif: to create an innovative urban park that felt alive, layered, and meaningful within the city. From the very first brief, my intention was not to design a simple green area, but a space capable of supporting diverse roleplay scenarios through its architecture, layout, and atmosphere.

One of the key requirements was a central building acting as a visual and functional anchor, connected by an organic bridge that physically and symbolically links two distinct park areas. This element became the backbone of my design approach, guiding circulation, sightlines, and the overall spatial rhythm of the environment.

My creative process focused on integrating different height levels, natural transitions, and carefully placed roleplay zones. Each area was designed with a specific purpose in mind—social interaction, contemplation, leisure, or narrative moments. Bars, picnic areas, yoga and wellness zones, memorial spaces, and open leisure areas were distributed to ensure variety while maintaining coherence.

Throughout development, I paid special attention to how players would move through and experience the space. The park was conceived as a place that invites exploration, encourages encounters, and feels organic within the existing urban fabric of Mission Row.

Mission Row Park — Main Challenges

Main Challenges I Faced:

  • Organic Forms and Optimization
    I focused on designing curved and organic structures—especially the central bridge—while maintaining clean, optimized geometry to ensure solid performance within FiveM.
  • Space Creation
    One of the main challenges was unifying three separate city blocks and transforming them into two cohesive parks. Given the scale of the area, every space had to be clearly defined and purposefully designed from the ground up.
  • Mood Board and Visual References
    I created a coherent mood board to establish the architectural language, material palette, vegetation style, and lighting references before moving into full production.
  • Lighting Design
    I carried out detailed lighting work in Blender to shape atmosphere and enhance realism across different times of day. The final lighting implementation inside FiveM was handled by the Turbo Saif team.
  • Shaders and Ground Materials
    I developed and adjusted shaders for terrain and surface materials to achieve natural ground transitions and add visual depth to the environment.
  • Vegetation Integration
    I carefully integrated vegetation to ensure it felt natural and balanced, enhancing immersion without overloading the scene.
  • Verticality and Level Design
    I managed multiple height levels to create visual interest, guide player movement, and offer distinct spatial experiences throughout the park.
  • Unique Role-Playing Zones
    I designed distinct roleplay areas—including bars, picnic zones, a memorial, yoga spaces, and leisure areas—each with its own identity, while remaining part of a unified and coherent environment.

Mission Row Park — Additional Note

Following the completion of the project, the Turbo Saif team handled the implementation of lighting and collision setup for FiveM.
They were also responsible for, texturing, quality control, branding, and animation, as well as any subsequent adjustments to textures or props displayed on ArtStation, made to better align the environment with their visual style and server-specific needs.

Pearls Resort
Project Development

02

Tstudio

Pearls Resort Island — Creative Process & Development

The project began with a clear reference provided by Turbo Saif: an island inspired by Saudi Arabia’s Nujuma, a Ritz-Carlton Reserve, an exclusive luxury resort in the Red Sea. While the villas take architectural inspiration from this reference, the rest of the island was entirely designed and developed by me, guided by my own creative vision.

I started by researching visual references related to this tropical luxury aesthetic, blending Caribbean influences with high-end resort design. From this foundation, I began shaping the island’s overall layout. The initial brief required a restaurant, a main hall, private villas, and a central pool, but as the project evolved, I expanded the environment to include multiple roleplay areas that naturally fit within the island’s visual identity.

I approached the island as a complete experience rather than a single location. Each area was carefully designed to feel intentional and distinct, encouraging exploration and supporting diverse roleplay scenarios while maintaining strong visual coherence across the entire environment.

In parallel, I created several custom assets—such as street lamps, tables, and seating—to ensure stylistic consistency throughout the resort. I also developed the interiors of the villas, the restaurant, and the main hall, focusing on atmosphere, flow, and immersion.

Pearls Resort Island — Main Challenges

Main Challenges I Faced:

  • Island Terrain and Shader Blending
    One of the most complex aspects was blending shaders for the island’s ground. The entire seabed was built manually, placing rocks and marine vegetation to create a believable transition between land and sea.
  • Island Layout and Spatial Distribution
    Designing the overall distribution of the island was a major challenge. The goal was to create multiple distinct areas while avoiding visual repetition—one of the easiest traps when working with large terrains.
  • Original Architecture and Structures
    I designed the main building entirely from my own creative approach, ensuring it fit naturally within the island’s luxury aesthetic.
  • Relaxation and Pool Areas
    Several relaxation zones were created, including individual pools, a chill area with multiple jacuzzis, and an infinity pool overlooking the horizon.
  • Unique Roleplay Areas
    I designed a wide variety of spaces such as a bar, a nightclub, a wooden tunnel area, leisure zones, and a basement level that was ultimately used as a casino.
  • Custom Asset Creation
    To maintain stylistic consistency, I created custom assets including lamps, tables, chairs, and decorative elements tailored specifically to the resort’s identity.
  • Interior Design
    I developed the interiors of the villas, the restaurant, and the main hall. The Turbo Saif team created some elements, such as the kitchen, the aquarium, specific kitchen features, and casino elements, along with subsequent adjustments to the villa interiors and other areas to better suit their style.
  • Scale and Scope
    Building an entire island from scratch, with extensive terrain and multiple interconnected areas, required careful planning to maintain performance, visual quality, and coherence.

Pearls Resort Island — Additional Note & Credits

The initial project delivery was fully carried out by Guillermo J. Recourt, who was responsible for concept development, texturing, materials, modeling, and set dressing.
The project was developed based on stylistic guidelines and specific requirements provided by the CEO of TStudios, who defined the desired style and key areas of the environment.

After the project was delivered, the Turbo Saif team carried out further development and refinements. This included the creation of the kitchen, aquarium, and various kitchen and casino assets, as well as interior modifications to the villas and restaurant to better align them with their visual style.

They were also responsible for additional texturing, materials, modeling, lighting, and set dressing related specifically to the Pearls Resort Prop Pack, in addition to art direction, scripting, and branding.