Immersive Marketing

VR Environment : Project Vindicator (UE5)

We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


We have designed and lit a realtime VR environment for Project Vindicator a tense, nighttime slice featuring a moonlit forest approach, a misty alley, and a crashsite fire. The goal was to craft a space that reads cinematically and holds up inheadset.

Highlights

Environment design: modular set pieces, wetsurface detail, decals, and foliage passes to guide the players eye.

Lighting & VFX: moonlight/lantern contrast, volumetric fog and light shafts, ember/dust particles, subtle color grading.

VR first: tuned exposure, contrast, and scale for HMD comfort; clean silhouettes and readable depth cues.

Performance pass: LODs/instancing, lightmap baking where appropriate, lean materialsbuilt to hit VR framerates.

Where this helps clients

Game & XR studios: a pitchready vertical slice or level kit for thriller/horror or night operations.

Training & simulation: searchandrescue / emergency response scenarios with strong visibility control.

Marketing & events: immersive, atmospheric demos for booths and activations.

Deliverables for similar work

VRready level (UE project) Packaged build (PCVR or Quest) 1020s cinematic capture brief optimization report.


Industry

Industry

Industry

Industry

Industry

Industry

Virtual Reality

Virtual Reality

Virtual Reality

Virtual Reality

Virtual Reality

Virtual Reality

Year

Year

Year

Year

Year

Year

2024

2024

2024

2024

2024

2024

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