Lighting and Scene Optimisation
"Performance-first environments built for VR/AR and mobile — where every draw call counts. These projects required smart mesh arrangement, trim sheets, billboards, baked lighting, and custom shader and material management to hit quality targets on constrained hardware."
VR Multiplayer Environments
Multiplayer VR environments built for Meta Quest, designed with warmth and spaciousness while staying within tight mobile GPU constraints. Low-poly meshes, billboards, a strict two-material limit per environment, and packed texture maps kept performance solid without sacrificing visual quality. Built in 3ds Max, Maya, and Unity as part of a collaborative team effort.
Pack N Dash
Stylised mobile environments for an endless runner built for older, lower-end devices where performance wasn't optional. A single-pass shader combining diffuse, normal, and rim lighting delivered material variety without extra draw calls. Lighting was baked directly into prefabs to support runtime spawning while preserving shadow quality, and trim sheets kept material count and UV packing tight. The two main technical challenges were getting lightmaps to work correctly inside prefabs before instantiation, and integrating the environment art with a curved-world shader to achieve the Subway Surfers–style runner perspective. Built in Blender, Substance Painter, and Unity.
Professor's Office for VR

A detailed professor's office built for VR using a single material and one 2K texture map, proving that a lived-in, characterful environment doesn't have to come at a performance cost. Assets were modelled from scratch where needed, with selective use of sourced meshes to keep production lean.
Explore the environment interactively on Sketchfab below
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