3D Environment Design for Unity VR Emergency Simulation
319 USDProject Title: Destroyed Coastal Village 3D Environment Design for VR Emergency Simulation in Unity
Purpose: Development of a VR Environment for our Prototype for humanitarian emergency response simulation, aiding purpose-led organisations in scaling and strengthening their global social impact.
Vision: This proof of concept aims to demonstrate to partners in the humanitarian section the advanced capabilities that VR can offer. By showcasing high-quality visuals rendered in XR through effective optimization strategies, Nuwa seeks to emphasize the critical role of immersive technologies in disaster preparedness and response.
Target Sectors:
Humanitarian and Emergency & Disaster Response Sectors
Service Requirements:
Scope of Work:
Design and development of a 50m x 50m photorealistic coastal village environment resembling a post-hurricane/post-tsunami scene flooded with water like Haiti in the year 20xx with 3 roads, the main one leading to a short beach of pebbles and the sea (see images below).
Environment must be fully optimised and ready for deployment on Meta Quest 3 VR.
Technical Performance Requirements:
Batch/frame: Maximum 180 calls (preferred maximum 100 calls)
SetPass: Maximum 110 calls (preferred maximum 75 calls)
Shadow Casters: Maximum 55
Triangles: Maximum 200k (preferred maximum 100k)
Vertices: Maximum 200k (preferred maximum 100k)
Textures: Maximum resolution 2048x2048px (preferred resolution 512x512px)
Shadows: Maximum resolution 1024x1024px (preferred resolution 128x128px)
CPU Render Time: Maximum 12ms (preferred <4ms)
Optimisation Requirements:
To achieve the above technical performance, the following optimisation techniques could be expected but not limited to:
Single Texture Atlas: Minimize texture calls through effective texture atlas design.
Shadow Mapping: Efficient use of shadows to reduce computational load.
Level of Detail (LOD): Three LOD levels for environment assets.
Impostor Conversions: Implement impostor assets for distant objects.
Baked Lights: Static asset lighting must be baked.
Lighting Probes: Utilization for dynamic asset lighting.
Spatial Partitioning: Segmentation of the environment for performance efficiency.
Occlusion Culling: Effective visibility management to reduce rendering overhead.
Deliverables:
3D Environment Design:
Realistic coastal village environment in Unity.
Photorealistic assets depicting hurricane aftermath, including damaged buildings, debris, vegetation, and water bodies (see reference pictures below)
Optimised VR Scene:
Unity project setup compatible with Meta Quest 3 VR.
Fully optimised environment meeting or exceeding performance requirements.
Documentation:
Technical optimisation report detailing methods used.
User and maintenance guide for environment updates.
Testing:
Comprehensive performance testing results.
Bug fixes and iteration as per feedback.
Timeline:
| Milestone | Description | Delivery Date |
|---|---|---|
| Initial Design Concept | Delivery of environment concept and key asset designs | At Kick-Off date |
| First Optimised Prototype | Delivery of first working environment for feedback | 18 Feb 2025 |
| Final Version | Fully optimised, tested, and documented environment | 28 Feb 2025 |
Evaluation Criteria:
Technical Expertise: Proven experience in developing high-performance 3D environments for VR.
Optimization Capabilities: Demonstrated ability to meet stringent performance requirements.
Portfolio Quality: High-quality examples of similar VR environment projects.
Project Management: Ability to meet timelines and deliver comprehensive documentation.
Cost Efficiency: Competitive pricing aligned with project requirements.
Submission Requirements:
High-level technical proposal including the approach to optimisation and asset design.
Relevant portfolio examples.
We look forward to receiving your proposals and collaborating to create a groundbreaking VR environment that supports humanitarian emergency response training.
Reference pictures:



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