Egypt VR drops players into a standalone Meta Quest 3 recreation of ancient Egypt. I built the VR hands used across the experience and the environments overall, from layout through final texture pass.
Same pipeline as the rest of the Quest 3 series: modeling and UVs in Maya, texturing in Substance Painter, and a heavy focus on optimization so the scene holds its frame rate on standalone hardware.
Performance on standalone hardware drove a lot of the pipeline. Trim sheets kept texture overhead down across the environment, and InstaLOD generated the low-poly LOD chain for background-heavy assets — the ships, distant terrain planes, trees and other set dressing — while the main statues got hand-done retopology instead, since their silhouettes needed to hold up at close range. A final round of in-engine optimization passes brought the scene to a stable frame rate on Quest 3.
The temple statue started as a very high-poly sculpt. Retopology brought it down to a clean, game-ready low-poly that still holds detail up close, with the high-poly baked onto it in Marmoset Toolbag.
The river boats are background-heavy set dressing, so they went through InstaLOD instead of hand retopology — a fast way to get a clean low-poly chain without losing the silhouette, even with several of them on screen at once.