Case study

Placeholder Project

This entry exists so the pipeline can be proven before any client work touches it: every field the schema requires, every image type the ingest script handles, and one synthetic headset clip, all flowing from masters/ through to a deployed page.

Synthetic hero render: a dark blue gradient with a soft light bloom and fine film grain, labelled as a placeholder

Specification

Held on device

Frame rate
72 FPS
Client
Confidential
Platform
Meta Quest 3
Role
XR Developer & 3D Artist
Year
2026
Toolchain
Unity, Blender, Substance Painter
Delivered
Unity prefabs, materials, lit scene

In the headset

Synthetic moving test pattern standing in for in-headset capture footage

Pipeline

Every real case study describes the route from Blender through Substance Painter to Unity, and the decisions taken along the way: what was modelled versus kitbashed, how UVs were laid out for the texture budget, which materials were baked down and why. This placeholder only proves that the section exists and that the build refuses a project without it.

Constraints & optimization

This is the section almost no portfolio publishes, and the reason a technical buyer will trust the work: the polygon budget the scene had to hold, the draw call ceiling, texture memory per material set, and the framerate actually achieved on the target headset. The numbers above come from the frontmatter so they can be rendered as data rather than buried in prose.

Outcome

What shipped, how it was received, and what changed for the people who used it. For a training simulation that usually means completion rates, time to competency, or incidents avoided. Here it means one thing only: a synthetic project flowed from masters/ to a live page without a human placing a single file by hand.

Plates

  • Synthetic wireframe pass: a cyan grid with diagonal edges on black, standing in for a real model's topology view
    PL.01Topology
  • Synthetic clay render: a smooth warm-grey radial gradient standing in for an untextured lighting pass
    PL.02Clay pass
  • Synthetic material breakdown: four coloured swatches for base colour, roughness, normal and ambient occlusion on a transparent background
    PL.03Materials

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