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Digital Station Walkthrough with PCI Development

Project type

Real-time 3D Interactive Walkthrough

(Transit-Oriented Development Visualization)

Date

Aug 2026

Role

3D/2D Designer

Website

Tools

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Meet Our Team

SHUNE

Ana Gusson

3D Artist

Product Manager

Maggie Yuan

Ernie Wong

Project Manager

Developer

LiYa Ma

Lulu Bai

HEAD Developer

UI/UX Designer

Project Brief

PCI Developments asked us to develop a tool that:

  • Helps PCI to clearly visualize their development site

  • Create stronger alignment internally

Problem Overview

PCI Developments asked us to develop a tool that:

  • 2D renderings do not translate the project’s complexity. 

  • Their existing solution felt artificial and caused discomfort.

Leading to:

  • A frustrating user experience

  • Crucial information is not clearly communicated

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Research Overview

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How do we convey a sense of scale?

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How do we make it feel like vancouver?

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How will users navigate the space?

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What is the best fitting tech for this project?

Project Challenges and Solutions

01

Challenges

  • ​Raw FBX files contained tens of thousands of unorganized objects and heavy geometry.

Solutions

  • With the client’s display scope confirmed, we stripped hidden indoor, underground and distant meshes to lightweight the full scene for real‑time runtime.

Original triangle count: 4,656,734

Optimized triangle count: 240,617

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Polygon reduction: 4,416,117 triangles (~94.83% reduction)

02

Challenges

  • Original assets had no hierarchy or grouping for batch management

Solutions

  • We manually clustered scattered models by functional unit and built a clean hierarchy with unified material folders for streamlined asset workflows.

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03

Challenges

  • Overlapping geometry produced Z‑fighting flicker and dark rendering patches.

Solutions

  • We removed all intersecting and coplanar faces to resolve Z‑fighting entirely and deliver consistent, flicker‑free rendering.

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04

Challenges

  • The source scene only held plain white meshes with no material or texture data

Solutions

  • We authored custom albedo and normal maps to reconstruct surface details and support physically based rendering.

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05

Challenges

  • Props including trees, seating and characters came without usable textures

Solutions

  • We swapped untextured prop assets for engine‑ready standard library assets to harmonize visual quality across the environment.

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06

Challenges

  • Unseen interior and underground geometry added unnecessary performance overhead.

Solutions

  • We retained only the plaza and sky restaurant exterior, removing non‑visible structural meshes to reduce GPU load.

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Challenges

  • The petal landmark building had fragmented high‑poly geometry and messy UVs.

Solutions

  • With on-site reference photos, we retopologized the building, cleaned UVs and baked PBR textures while preserving its original architectural form.

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07

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Scene model iteration

Reference

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Iteration

Scene model iteration

Reference

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  • With Vancouver reference photos, we built skyboxes for day/noon/night, and used emissive materials + lights to simulate night lighting after Unity render pipeline optimization.

Texture

Reference

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  • Simulation of the Surrounding Environment

  • Created a full set of PBR textures by referencing client renderings and real-world site photos.

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