
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.
We have designed and lit a real‑time VR environment for Project Vindicator a tense, night‑time slice featuring a moonlit forest approach, a misty alley, and a crash‑site fire. The goal was to craft a space that reads cinematically and holds up in‑headset.
Highlights
• Environment design: modular set pieces, wet‑surface detail, decals, and foliage passes to guide the player’s 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 materials—built to hit VR framerates.
Where this helps clients
• Game & XR studios: a pitch‑ready vertical slice or level kit for thriller/horror or night operations.
• Training & simulation: search‑and‑rescue / emergency response scenarios with strong visibility control.
• Marketing & events: immersive, atmospheric demos for booths and activations.
Deliverables for similar work
VR‑ready level (UE project) • Packaged build (PCVR or Quest) • 10–20s cinematic capture • brief optimization report.








