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Real-time VR & Enviroments - Process

Real - time VR. 
Real - time game-play on screen.

What is required?

  • 3D CAD model (Via datasmith).

  • 2D Drawings for layout purposes (plans, sections, elevations and landscape).

  • Location (address, photos of the site).

  • Materials and furniture schedule.

  • References

  • Special notes or requirements.


NOTE: Use of VR &/or Desktop is required for this service and is factored into costs.​

In the initial phase of creating Real-Time VR & Environments, I use Datasmith to seamlessly import designs into Unreal Engine, similar to my other services. The difference here lies in the crucial role of static lighting for VR, ensuring environments are as lifelike as possible. Alongside this, organising files meticulously is essential, enabling a smooth workflow and future scalability. By laying a foundation with well-organised files and accurate lighting, I pave the way for immersive VR experiences that truly capture the client’s vision.

Stage 1: Datasmith & File organisation.

In stages 2 and 3, the focus shifts to constructing the scene for VR and interactive experiences, marking a departure from my other services due to the intricacies involved. This phase encompasses asset optimisation and the integration of textures and blueprints—elements vital for creating a seamless and engaging virtual world. Given its complexity, this process requires careful attention and time to refine and perfect.

To ensure the project stays on track, I regularly host screenshare meetings. These sessions allow us to review the current build together, facilitating direct feedback and adjustments. This approach not only enhances efficiency but also keeps delivery timelines tight and costs manageable, ensuring the creation of a polished and immersive environment that aligns with your vision.

Stage 2 & 3: Building the scene (VR / Enviroment), Optimising.

In stages 4 & 5 of the process, I carry out thorough testing to ensure the project is both stable and performs optimally. It’s particularly crucial for VR projects to maintain a steady framerate of 90fps to prevent motion sickness, offering a seamless and engaging experience.

During this pivotal phase, I invite you—whether you’re an architect, developer, interior designer, or involved in a similar field—to personally test the environment. This collaboration is vital for confirming that the project fully realises your envisioned goals. Following your input and any necessary refinements, I then complete and package the project. The end product, poised for your client's engagement, is a polished and compelling virtual experience, crafted to the highest standards of realism and immersion.

Stage 4 & 5: Testing, Changes and packages project.
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