- Role
- 3D Artist & Level Designer
- Team
- Solo
- Tools
- Unity, 3ds Max, Blender, Substance Painter
- Length
- 6 weeks
What I did
- Modeled every prop, building and tree, then lit and animated the space until it looked lived in.
- Built a modular kit first, then iterated in passes: blockout, lighting, materials.
- Wrote a Shader Graph leaf shader with wind animation.
- Fixed lightmap seams with secondary UVs and cut draw calls with texture atlases.
- Profiled to set LOD thresholds and baked lighting for lower-end hardware.
Shader Graph foliage
A custom leaf shader in Shader Graph responds to wind and lighting. Foliage density culling keeps overdraw down.
Visual effects
Particle dust and fog, animated water, and color grading set the mood. Small details make the space feel lived in.
More detail
What I learned
I deepened my Shader Graph skills and built an optimization habit: profiling, LODs, batching and baked lighting. I can now carry an asset through the whole pipeline, from modeling to engine.