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.

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

PL.01Topology 
PL.02Clay pass 
PL.03Materials
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