Lumina

Stack of modern books and magazine with minimalist cover design on leather chair

project overview

Lumina is a Mixed Reality experience that transforms the user's ceiling into a meditative, procedural garden, leveraging the concept of "Skychology" to balance active play with mindful observation.

project type

MR Game

year

2024

my role

Art director, 3D generalist, UI/UX

client

Meta Presence Hackathon

process

Serving as the Art Director and Lead 3D Artist, I was responsible for the end-to-end visual pipeline and interaction mechanics on the Meta Quest Presence Platform. I established a "Dreamy Fantasy" aesthetic designed to integrate seamlessly with real-world lighting and environments. My role bridged the gap between artistic vision and technical constraints, utilizing procedural modeling and shader optimization to deliver a polished, high-performance MR experience within a six-week timeline. The final experience was successfully shipped and launched on the Meta App Store.

Serving as the Art Director and Lead 3D Artist, I was responsible for the end-to-end visual pipeline and interaction mechanics on the Meta Quest Presence Platform. I established a "Dreamy Fantasy" aesthetic designed to integrate seamlessly with real-world lighting and environments. My role bridged the gap between artistic vision and technical constraints, utilizing procedural modeling and shader optimization to deliver a polished, high-performance MR experience within a six-week timeline. The final experience was successfully shipped and launched on the Meta App Store.

Serving as the Art Director and Lead 3D Artist, I was responsible for the end-to-end visual pipeline and interaction mechanics on the Meta Quest Presence Platform. I established a "Dreamy Fantasy" aesthetic designed to integrate seamlessly with real-world lighting and environments. My role bridged the gap between artistic vision and technical constraints, utilizing procedural modeling and shader optimization to deliver a polished, high-performance MR experience within a six-week timeline. The final experience was successfully shipped and launched on the Meta App Store.

key contributions

  • Art Direction: Defined the visual language and aesthetic direction, ensuring digital overlays complemented the physical environment through iterative concept testing and lighting integration.


  • 3D Pipeline & Technical Art: Created modular plant assets using Blender Geometry Nodes and hand-painted textures in Substance Painter. Refined shader-driven vertex animations in Unity to enable organic growth and wind effects without the performance cost of rigging.


  • Game Design & Interaction: Co-developed the core gameplay loop and the unique "Gazing Mode" to reward stillness. Storyboarded interaction sequences to guide developers in implementing satisfying physics-based mechanics for planting and harvesting.


  • UI & VFX Implementation: Designed the user interface and implemented custom Unity particle systems, aligning all visual feedback and effects with the hand-crafted art style for a cohesive experience.

  • Art Direction: Defined the visual language and aesthetic direction, ensuring digital overlays complemented the physical environment through iterative concept testing and lighting integration.


  • 3D Pipeline & Technical Art: Created modular plant assets using Blender Geometry Nodes and hand-painted textures in Substance Painter. Refined shader-driven vertex animations in Unity to enable organic growth and wind effects without the performance cost of rigging.


  • Game Design & Interaction: Co-developed the core gameplay loop and the unique "Gazing Mode" to reward stillness. Storyboarded interaction sequences to guide developers in implementing satisfying physics-based mechanics for planting and harvesting.


  • UI & VFX Implementation: Designed the user interface and implemented custom Unity particle systems, aligning all visual feedback and effects with the hand-crafted art style for a cohesive experience.

  • Art Direction: Defined the visual language and aesthetic direction, ensuring digital overlays complemented the physical environment through iterative concept testing and lighting integration.


  • 3D Pipeline & Technical Art: Created modular plant assets using Blender Geometry Nodes and hand-painted textures in Substance Painter. Refined shader-driven vertex animations in Unity to enable organic growth and wind effects without the performance cost of rigging.


  • Game Design & Interaction: Co-developed the core gameplay loop and the unique "Gazing Mode" to reward stillness. Storyboarded interaction sequences to guide developers in implementing satisfying physics-based mechanics for planting and harvesting.


  • UI & VFX Implementation: Designed the user interface and implemented custom Unity particle systems, aligning all visual feedback and effects with the hand-crafted art style for a cohesive experience.