PORTFOLIO

Welcome to my portfolio, a space where art, design, and technology meet. Here you'll find a selection of projects that reflect my experience in creating, designing, and optimizing 3D environments. Each piece represents my focus on visual quality, atmosphere, and interactivity, developed through a process that blends creativity, structure, and attention to detail.

Immersive Sci-Fi Experience -PC → VR Optimization


A high-fidelity, narrative wildlife experience originally built for PC, transformed into a standalone VR title on Meta Quest 3 while preserving atmosphere, scale, and interactivity. Target: comfortable 72 fps across hero scenes.


Accomplishments (Technical Artist)

  • Led the PC→VR art-side optimization pipeline for Quest 3.

  • Asset passes: LODs/HLODs, decimate/remesh/retopo where needed, impostors for distant sets.

  • Materials & textures: atlas/merge materials, bake high-freq detail to textures/normal maps, texture compression & streaming budgets.

  • Lighting: convert dynamic → baked/mixed, generate lightmap UVs, tune lightmap density, precomputed visibility.

  • Distant geometry baked to skybox/impostors to cut overdraw and draw calls.

  • Mesh batching & GPU instancing, occlusion/cull distances, simplified/translucency-free shader variants for VR clarity.

  • Post/FX trims (volumetrics, bloom/AA) aligned with stereoscopic comfort.

  • Result: stable 72 FPS in targeted scenes on Quest 3, with significant reductions in triangles and draw calls.

Read more →

Secret Zombies - Unity WebGL

A darkly satirical stealth/adventure where Big Pharma farms living zombies for a youth-preserving enzyme. You play as a freed zombie collective trying to reach Zombie Heaven, sabotaging human industry, making hard choices between teamwork and self-preservation, and outsmarting guards on the way to freedom.


Accomplishments

  • Led the project (scope, style guide, reviews) and delivered in 4 weeks.

  • Level design & blockout for three compact urban levels; readable routes, stealth pockets, and landmarks.

  • Scene assembly in Unity: integrated 3D team assets, prefabs, naming, and hierarchy cleanup.

  • Lighting & bake: night palette, exposure/post, consistent lightmap texel density.

  • Shaders for gameplay/visual beats (emissives/decals/interactives) to support readability.

  • Performance for Web: occlusion culling sectors, LODs, GPU instancing, atlas/texture compression, lightmap-only lighting for stable WebGL play.

  • Set dressing and prop placement for mood, navigation cues, and pacing.

  • Build & deployment: prepared WebGL build and published a playable.

Play it on itch.io

Viking House

A real-time UE5 environment portraying a Nordic riverside village: a wooden Viking cabin nestled by a calm river, dense vegetation, and moody evening light. The scene focuses on atmosphere, composition, and believable materials in a tranquil wilderness setting. 


Accomplishments

  • Modeled and UV'd the entire modular cabin kit (walls, beams, roof, trims, doors).

  • Authored textures and materials; set up a master material + instances for variations.

  • Sculpted and painted terrain; defined ground layers and blending.

  • Created the river/water channel with UE5 Water (spline) and shoreline blending.

  • Full set dressing and composition; integrated MaWi foliage with correct scale/tone.

  • Designed lighting & atmosphere for readability and mood (exposure, fog, post).

  • Optimization-ready pass: LODs, lightmap UVs/density, simple collisions, instanced meshes, clean hierarchy.

Building Optimization Exercise

 

This project focused on the optimization of a high-poly architectural asset downloaded from an online library. The goal was to make it suitable for real-time use in game engines by applying techniques in geometry reduction, LOD creation, light baking preparation, and shader simplification—achieving a clean, efficient model without visual loss.


Accomplishments

  • Analyzed the original high-poly structure, identifying redundant geometry and non-essential details.

  • Retopologized and decimated dense areas while maintaining edge definition and silhouette.

  • Created multiple LOD levels (LOD0–LOD3) to ensure scalability across different performance targets.

  • Reorganized pivot points and hierarchy for proper grid snapping and modular reuse.

  • Cleaned UVs and lightmap channels for baking workflows and optimized material assignments.

  • Reduced draw calls by merging small meshes and simplifying material usage.

  • Result: from 5.6M tris and 6,261 batches down to 1.0M tris and 1,599 batches, with no noticeable visual degradation.

Before

After

Virtual Art & Culture Galleries - WebGL 


An immersive multiplayer virtual environment designed for the art and cultural industry, featuring connected galleries, museums, and cultural centers. Built in Unity (WebGL) and fully optimized for desktop, mobile (Android/iOS), and VR, the experience allows users to explore exhibitions together in real time, with integrated voice and text chat for natural interaction. 


Accomplishments

  • Directed the overall visual identity and artistic cohesion of all galleries and cultural spaces.

  • Led the assembly and integration of scenes in Unity, using the assets produced by the modeling and environment teams.

  • Implemented interactive and engineering modules to make each gallery functional, responsive, and network-ready.

  • Designed lighting, post-processing, and atmosphere to enhance realism, mood, and spatial readability.

  • Managed set dressing, staging, and visual hierarchy to support storytelling and artistic presentation.

  • Supervised profiling and optimization for WebGL across desktop, mobile, and VR, ensuring performance stability and scalability.

  • Coordinated between Art, Tech Art, and Engineering teams to maintain visual fidelity while meeting technical constraints.

  • Oversaw networked systems integration (voice, chat, and multiplayer logic) to deliver a seamless social experience inside the virtual galleries.

Click to access the live experience 

Zombies UNAL - VR

A VR survival/stealth experience set on the Palogrande campus of the National University of Colombia in Manizales. You're alone in a post-apocalyptic city overrun by zombies—sneak, evade, and fight for your life as you navigate familiar landmarks in a fully immersive setting.

Accomplishments

  • Modeled and textured a modular set of campus buildings/props representing Palogrande.

  • Level design & layout for exploration and encounter pacing; readable routes and landmarks.

  • Scene assembly & set dressing using curated third-party props, unified to an apocalyptic tone.

  • Lighting & color script to support night ambience and gameplay readability.

  • VR performance pass: baked lighting, LODs, culling distances, lightmap UVs/density, instanced meshes.

  • Delivered a playable VR build in 4 weeks.

© 2025 Juan Esteban Ramírez García
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