VR Projects – Development & Technical Art Showcase
Projects & ScreenRecords:
Pazi HTC VIVE
I worked as a Technical Artist on Pazi, a VR horror puzzle-solving game developed in Unity 2022 using the Universal Render Pipeline (URP). My primary responsibilities included implementing atmospheric lighting to enhance the horror experience, building optimized VFX and particle systems for key puzzle interactions and jump-scare elements, and setting up a performance pipeline tailored specifically for VR. I collaborated closely with both the art and development teams to balance visual fidelity with runtime efficiency, ultimately improving overall FPS and ensuring a smooth, immersive experience on VR hardware.
Ujjain Walkthrough Meta Quest 3
I worked as the Developer and Technical Artist on Ujjain Walkthrough, an immersive virtual experience built for the Meta Quest 3 standalone headset. Except for the base 3D asset, I handled the entire project pipeline — including lighting, optimization, and performance engineering. Built using Unity 6, I implemented advanced techniques like GPU instancing and batching to ensure stable performance on VR hardware. The project demanded deep attention to mobile VR constraints, where I focused on draw call reduction, baked lighting, LOD systems, and efficient material setups to maintain both visual fidelity and runtime efficiency.