Windows To Infinity VR packs three standalone worlds into one Meta Quest 3 app. As technical artist on environments, I owned modeling, texturing and UVs, but most of the interesting work happened in PCG graphs and Blueprints — tools that let me populate and dress levels procedurally instead of by hand.
The brief was simple to state and hard to hit: three distinct worlds, all running fluently on standalone hardware, with modeling, texturing and VFX pushed as close to the performance budget as possible without breaking it.
The waterfall is a fully procedural material built in Unreal's shader graph — flowing normals, foam, depth-based transparency and WPO displacement, all driven by parameters so it adapts to any scale. The house kit is a set of modular pieces (walls, windows, roof, balcony, stairs) that snap together to dress each world quickly without repeating assets.
Two look at the technical side: the mansion world tuned for a stable frame rate on standalone hardware, and the procedural building system driven by Blueprints.