Quest 3 Cathedral labyrinth experience
Краткое
Freelancer Client is hiring: Quest 3 Cathedral labyrinth experience.
Location: Remote
I’m commissioning a Unity scene that will be used in a one-off art exhibition. It will need to run smoothly on the Meta Quest 3, using mobile URP. The environment starts inside a cathedral, which leads to a labyrinth. The cathedral is ideally loosely based on Chartres cathedral, but does not have to contain too much detail. There should be a stone detail of the overview of the labyrinth of the floor of the cathedral. Past this there will be an entrance to the labyrinth, which should follow the layout of the labyrinth overview. Ideally the inside of the labyrinth will feature varied tunnel environments, such as a mix of straight arched corridors, stone tunnels, and catacombs for example.
Art style is realistic, but needs to be optimized to run well on the Quest 3.
Tunnels should feel slightly claustrophobic, but be large enough that novice VR users can still easily navigate (movement will be room scale + teleportation). Everything should be on the same floor level (no ascending or descending)
Any amount of purchased/stock assets is ok as long as their license allows.
Attached are a basic prototype showing the premise and the labyrinth layout require
Skills: 3D Modelling, Unity 3D, 3D Design, Game Development, Unity, Level Design, Virtual Reality
Budget: $1500–$3000 USD
Source: Freelancer Client via Remote / Online. Apply on the source website.
Оригинал
I’m commissioning a Unity scene that will be used in a one-off art exhibition. It will need to run smoothly on the Meta Quest 3, using mobile URP. The environment starts inside a cathedral, which leads to a labyrinth. The cathedral is ideally loosely based on Chartres cathedral, but does not have to contain too much detail. There should be a stone detail of the overview of the labyrinth of the floor of the cathedral. Past this there will be an entrance to the labyrinth, which should follow the layout of the labyrinth overview. Ideally the inside of the labyrinth will feature varied tunnel environments, such as a mix of straight arched corridors, stone tunnels, and catacombs for example.
Art style is realistic, but needs to be optimized to run well on the Quest 3.
Tunnels should feel slightly claustrophobic, but be large enough that novice VR users can still easily navigate (movement will be room scale + teleportation). Everything should be on the same floor level (no ascending or descending)
Any amount of purchased/stock assets is ok as long as their license allows.
Attached are a basic prototype showing the premise and the labyrinth layout require
Deliverables are either a Unity project or unitypackage file. It is not required to include the VR packages with the deliverables.
Локация & Details
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