Arts

<Personal> Things About Vrchat

Cross-Platform Optimization
VR Development

A living archive of my technical explorations in VRChat. Focuses on cross-platform optimization (PC vs. Android), static lighting architectures, and rapid environment prototyping (e.g., a 3-day digital twin sprint). Demonstrates the ability to deliver high-fidelity interactive experiences under strict mobile performance constraints.

A girl siting in a room

VRChat Development & Optimization

Introduction: The Spark of Technical Art VRChat is more than just a social platform to me; it is an incredible incubator that empowers new developers to create. It was my immersion in this creative community that originally sparked my passion for Technical Art.

This section serves as a living archive of my contributions to this platform. My work here focuses on balancing creative expression with strict technical constraints, learning to deliver high-fidelity experiences across PC and mobile (Android/Quest) hardware.

1. Cross-Platform Environment & Character Systems (June 2024)

Overview: Executed a comprehensive optimization pipeline for both a static environment and a dynamic avatar, ensuring “Good/Excellent” performance ranks on Android platforms while maintaining visual fidelity on PC.

Environment: Baked Lighting & Culling Strategy Constructed layouts and executed a full Static Lighting Pipeline to accommodate mobile hardware limitations.

  • Baked GI Strategy: Implemented Baked Lightmaps for static geometry to achieve realistic global illumination with zero runtime cost.
  • Probe Placement: Strategically placed Light Probes and Reflection Probes to ensure dynamic objects (avatars/pickups) are correctly lit and integrated into the static environment.
Optimization: Baked GI & Reflection Probes
  • Occlusion Culling: Baked Occlusion Culling data to minimize overdraw, ensuring stable frame rates in complex viewing angles.
Scene View: Occlusion Culling

Character System: Mesh Optimization & State Machine Integrated and optimized character assets to meet strictly limited polygon budgets.

  • Geometry Optimization: Performed Mesh Decimation and Hidden Mesh Removal (deleting geometry inside clothing) to significantly reduce the polygon count and skinned mesh overhead without visual degradation.
  • State Machine Logic: Customized the Animator Controller with a complex state machine to handle interactive gestures, item toggles, and locomotion transitions, ensuring logic stability across network synchronization.
Avatar Optimization & Logic Graph

2. Digital Twin: Montreal Apartment (November 2025)

Context: A Farewell in 3 Days As I prepared to depart from Montreal—my home for many years—I decided to preserve my living space digitally. This project was executed as a rapid 3-day sprint (72 hours), demonstrating my ability to deliver high-fidelity environments under tight time constraints.

Workflow: Blender to Unity Pipeline Unlike previous projects utilizing in-engine blockouts, this environment was modeled entirely in Blender to ensure precise architectural dimensions.

  • Rapid Prototyping: Modeled all furniture and structural elements based on real-world measurements within 48 hours.
  • Atmosphere Preservation: Utilized the previously established Baked GI pipeline to capture the specific lighting mood of the apartment, creating a permanent, immersive memory of the space.
Montreal Apartment: Digital Twin (Created in 3 Days)
Digital Twin: Living Room Day Mode