Introduction
- Created a realistic digital twin of Montreal’s downtown core using Unity 6 features such as Adaptive Probe Volumes (APV), custom day-night blending, and weather simulation; project gained attention from ARTM (Montreal Transit Authority).
- Replaced legacy procedural window logic with a shader-based fake interior system, drastically reducing GameObject count and draw calls.
- Designed an automated texture pipeline (360° photography -> Photoshop/LR de-distortion -> batch cropping -> ShaderMap export), accelerating PBR production for 60+ buildings.
- Conducted team training on ProBuilder for modular building adjustments and texture replacements.