Lumina

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

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

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.