All work

XR Environments & Real-time Optimization

I built a showroom interior and city and rooftop environments in Unreal Engine for live-action filming. For the city, I imported open 3D map data of Korea, reworked its UVs, and retextured all of it, also using the 3D AI generator Tripo. The work combined material and lighting development with level adjustments for real-time playback on the stage hardware.

Year
2026
Team
Team production
Role
XR Lead. Unreal Engine level, asset, and lighting production for live-action shoots, real-time optimization, and on-set playback operation.
Tools
Unreal Engine, Tripo, Pixotope, PCG, Lighting, Virtual Production

Challenge

Materials and lighting had to hold up next to live action while scene resources fit the stage hardware's real-time limits.

My part

  • Reworked the UVs and textures of city data from an open 3D map of Korea, integrated it with roads and terrain into the Unreal Engine master level, and built the rooftop environment
  • Built the showroom interior, with window light and vehicle materials
  • Created environment assets, materials, and lighting, and adjusted layouts to client direction
  • Adjusted distant-city LODs and texture resolution to manage real-time rendering and memory costs
  • Checked and corrected materials, UVs, foliage, and water visibility during playback
  • Operated LED-wall shots, brightness, displayed output, playback timing, and layout

Visual quality and real-time playback

  1. Levels & lighting for live action

    I brought the city, roads, terrain, and rooftop spaces into one level. I refined materials, UVs, and PCG tree placement, then adjusted scale, light direction, and contrast to production feedback.

    • Unreal Engine
    • Materials
    • Lighting
    • PCG
  2. Real-time optimization

    I adjusted Lumen quality and reflection settings and evaluated distant-city LODs and texture resolution. I checked frame rate, VRAM, and before-and-after views while optimizing around the detail needed in the production viewpoints.

    • Lumen
    • LOD
    • Texture Budget
    • Frame / VRAM Check
  3. Runtime checks & on-set operation

    I corrected water visibility during playback and excessive foliage motion, then verified the changes after saving and reopening. On set, I adjusted LED-wall brightness, displayed shots, screen layout, and playback timing to the shoot.

    • Pixotope
    • LED Wall

Result

I brought the Unreal Engine environments into the shoot and operated XR playback.

Credits

XR Lead · Lee Joon-suh

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