2025·
UnityVRQuest 3ShadersVFXTechnical Art
VR Microvilli and Bowel Sequence
Visually dense specialist VR sequence with animated villi and headset-level performance constraints.
This work sat inside a broader specialist VR pipeline where visual quality had to coexist with hard headset performance limits. One of the standout tasks was building a simulated bowel sequence that needed to read clearly, feel dynamic, and still run smoothly on Quest 3 hardware.
- Built a simulated bowel sequence with tens of thousands of moving villi particles running in real time on Quest 3.
- Balanced density, motion and readability so the effect felt rich without becoming too expensive for standalone VR.
- Applied shader and rendering knowledge as part of a broader technical art remit rather than as isolated visual experimentation.
- Worked on other demanding presentation features in the same space, including MR-to-VR portal transitions for specialist modules.
I like this piece because it sits right on the line between engineering and visuals. The problem was not just to make something look good, but to make it convincing, performant and practical inside the constraints of a real product.