This project focuses on building a real-time racing simulation environment with an emphasis on spatial layout, environment structuring, and real-time performance optimization.
Developed in collaboration with another 3D artist at Autonoma, Inc., I was responsible for environment set dressing, large-scale foliage placement, and scene layout refinement to improve spatial readability, track-side visual hierarchy, and environmental coherence for simulation use cases.
Key contributions include optimizing vegetation density, adjusting lighting and atmospheric systems for outdoor visibility, and structuring the environment to support real-time rendering constraints commonly required in simulation workflows.
Foliage assets were sourced from FAB and integrated with performance considerations such as draw call management and scene optimization.
The environment was built and rendered using a source-built version of Unreal Engine running on Ubuntu (Linux), following a real-time simulation production pipeline.