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Metro VR – Optimized Post-Apocalyptic Environment

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.

 Vertical shaft scene designed for spatial storytelling and VR-friendly traversal.

Vertical shaft scene designed for spatial storytelling and VR-friendly traversal.

 Atmospheric ventilation tunnel with cinematic lighting and zero-cost performance impact.

Atmospheric ventilation tunnel with cinematic lighting and zero-cost performance impact.

 Entrance corridor with modular walls, baked lighting, and stylized mood.

Entrance corridor with modular walls, baked lighting, and stylized mood.

 Low-light corridor with perfect occlusion setup, crafted for immersive pacing.

Low-light corridor with perfect occlusion setup, crafted for immersive pacing.

 Combat-ready space with baked lighting, modular debris, and strong ambiance.

Combat-ready space with baked lighting, modular debris, and strong ambiance.

 Long tunnel with rail debris – built for storytelling and seamless performance.

Long tunnel with rail debris – built for storytelling and seamless performance.

 Tunnel loop with dramatic depth and optimized geometry for standalone VR.

Tunnel loop with dramatic depth and optimized geometry for standalone VR.

 Highly optimized curved section using mirrored meshes and light baking.

Highly optimized curved section using mirrored meshes and light baking.

 Post-apocalyptic train station scene – all geometry shares one material and texture set.

Post-apocalyptic train station scene – all geometry shares one material and texture set.

 Massive underground area with modular layout and VR-scale readability.

Massive underground area with modular layout and VR-scale readability.

 Playable intro zone – fully walkable, storytelling-ready, running at over 600 FPS.

Playable intro zone – fully walkable, storytelling-ready, running at over 600 FPS.

Scene optimized for standalone VR with only 6 draw calls, 15.1k tris, 20.1k verts, and 0 shadow casters.
Achieved 621 to 1450 FPS in Unity Editor with 1.6ms CPU frame time – ideal for Oculus Quest / Meta Quest platforms.

Scene optimized for standalone VR with only 6 draw calls, 15.1k tris, 20.1k verts, and 0 shadow casters.
Achieved 621 to 1450 FPS in Unity Editor with 1.6ms CPU frame time – ideal for Oculus Quest / Meta Quest platforms.