Metro VR – Ultra-Optimized Post-Apocalyptic Tunnel Environment for Mobile VR
A fully walkable VR environment developed as a spiritual successor to my previous Duck Hunt VR prototype. Designed specifically for mobile devices with gyroscope support, not Oculus-class headsets, this project pushes the limits of performance and visual fidelity under extreme hardware constraints.
I was solely responsible for the entire pipeline:
• Modular tunnel kit design and level layout
• Modeling, UVs, texturing, and lightmap baking
• Stylized lighting setup
• Efficient mobile-ready shaders and rendering
• Technical optimization for ultra-low-end mobile hardware
Key Features:
• Single material and 1 texture atlas for the entire scene
• Static occlusion and zero real-time shadows
• 100% mobile-friendly: <6k verts, ~3k tris
• Runs at 1450+ FPS in editor (0.7ms CPU)
• Scene fits within 21.5 MB, ideal for mobile packaging
This project showcases my ability to create immersive VR environments with extreme performance targets, all while maintaining modularity, storytelling potential, and visual consistency — even on entry-level mobile hardware.