I was responsible for the Asia exhibit environment from early concept development through final production. My work included researching and defining the visual direction, planning the exhibit layout and key vistas, building the initial blockout, sculpting and texturing the terrain, creating environment assets, developing foliage and rock systems, set dressing the scene, and implementing the environment in Unity.
The exhibit was designed for a mobile AR experience, which meant the environment needed to feel much larger and richer than the available performance budget would normally allow. A large portion of that budget was reserved for the animals and terrain, so much of my work focused on finding efficient ways to create visual variety through modular assets, terrain shaping, selective foliage, repeated rock formations, and performance-conscious shaders.
I also planned the environment around a series of animal-focused vistas, using the river, cliffs, vegetation, elevation changes, and sightlines to separate habitats while keeping the exhibit visually connected. Early concepts were explored in both 2D and Unity before the final direction was selected and developed.
This project reflects the full range of my environment-production responsibilities: concepting, layout, terrain creation, modeling, texturing, optimization, Unity implementation, and final set dressing.
Final gameplay footage showing the published Asia exhibit and how the terrain, vegetation, animal habitats, and planned vistas came together in the mobile AR experience.
An early Maya blockout translating the concept into 3D, establishing the river, cliffs, habitat zones, player position, scale, and major sightlines.