Alexander Howell · 6 September 2026

Bordon Camp: Building 1952 in Blender

Bordon Camp: Building 1952 in Blender

The next Creative Bandit Studios project is the Great Beast Albion anime series — a story set in the aftermath of an alternate World War II, in a Britain reshaped by Magecraft. To ground that world, I have started building its real places. This is Bordon Camp, a major British Army training camp in Hampshire, England, in 1952 — the early National Service years, post-war Britain still finding its feet, and a working military camp full of brick barracks, Nissen huts, parade grounds and vehicle parks.

Everything you see here was built in Blender on my own computer, with Claude Fable 5.1 driving Blender through MCP — Model Context Protocol. That meant I could describe what I wanted in plain language and have the scene assembled, block by block, rather than modelling every wall by hand. The aerial shot alone — the barracks in their grid, the Nissen hut lines, the water tower and chimney stack, the hangars — would have taken me forever to lay out manually. With MCP it came together in a fraction of the time.

I want to be honest about what this is. This is the best I can do with Blender on my current computer. It is low-poly and flat-shaded. There are no detailed textures, no complex lighting, no photoreal materials. The sky is a flat hazy grey. The trees are simple cones. The signs are blank. But that was never the point.

The point is the geography. For the Great Beast Albion series, the world has to hold together — where the main gate sits, how the parade ground opens up in the centre, the way the Nissen huts line up in their rows, where the vehicle park and the workshops are, which building you would see first walking in through the gate. If the audience can believe in the place, they can believe in the people living in it. For previs and environment reference, that is exactly what I need — a real place, blocked out clearly, that I can point a camera at.

Five angles, one camp. The aerial overview shows the whole layout at once. The main gate shot looks straight down the entrance road, past the guardhouses and the striped barrier. The parade square sits open and grey in the middle of the camp, flagpole and all. The Nissen hut lines give the ground-level view down between the rows. And the vehicle park shows the motor pool with its rows of canvas-backed trucks.

This feeds straight into the local-first pipeline thinking from the earlier devlog. Before I ask any AI — local or premium — to generate a shot of Great Beast Albion, I want to know where the camera is, where the buildings are, and how big everything is supposed to be. A blocked-out camp like this answers those questions for free. The render does not need to look pretty. It needs to be right.

So this is Bordon Camp, 1952 — a piece of the Great Beast Albion world taking shape. Rough, honest, and enough to start pointing cameras at. We will see what grows out of it.

Aerial overview — the whole camp layout from above.
Aerial overview — the whole camp layout from above.
The main gate, looking down the entrance road.
The main gate, looking down the entrance road.
The parade square at the centre of the camp.
The parade square at the centre of the camp.
The Nissen hut lines, ground level.
The Nissen hut lines, ground level.
The vehicle park and motor pool.
The vehicle park and motor pool.