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FORENSIC AUDIT // PROJECT-LUMINA
Atmospheric AdventureIn DevelopmentTimeline: 12 Weeks · Lead Game Designer & Technical Artist

Project Lumina

Atmospheric silence and spatial light puzzles rendered through volumetric shadows.

RENDER PIPELINEUnity 3D / URPMulti-pass screen-space volumetric light
TARGET FRAME RATE120 FPS PC / 60 MobileMulti-threaded C# Jobs
OCCLUSION ACCURACYSub-pixelReal-time shadow map depth test
Executive Overview

Project Lumina is an atmospheric isometric puzzle adventure where players manipulate spatial light beams and mirror arrays to navigate an abandoned monolithic civilization.

Core Engineering Challenge

Volumetric godrays in Unity often cause severe GPU fill-rate bottlenecks, especially on mobile or integrated GPUs with high resolution viewports.

Distributed Node Topology

Data pipeline flow and computational delegation across system layers:

NODE 01C# Jobs + Burst
Light Raycaster
Continuous optical reflection calculation
NODE 02HLSL Screen Shader
URP Render Feature
Half-resolution volumetric godray pass
NODE 03FMOD Studio
Sound Engine
Spatial harmonic audio attenuation
Architectural Strategy

Engineered a custom Universal Render Pipeline (URP) render feature that samples shadow maps at half-resolution, blurs bilateral depths, and upsamples back to full screen using depth-aware bilateral filters.

Architectural Engagement

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