This is a cinematic rendering of a completed course on our training platform VirtualViking
Constraints
It needs to run on the Meta Quest 2 and HTC Vive
It needs to display the basic functionality of an OXEO pressure-reduced system
A viewer should come away with an understanding of the individual components of an OXEO system and their significance
A viewer should be able to understand how the components work together to extinguish a fire

Successes
     This animation represents the culmination of my first several years at Viking and reflects a significant step forward in both technical execution and visual polish. The piece integrates improved lighting, layered animation sequences, particle systems, and multiple spline-driven systems operating concurrently. Several procedural frameworks work together to generate a level that is both visually compelling and computationally efficient.
     By combining my institutional knowledge of Viking’s production standards with a deep understanding of Unreal Engine’s systems, I was able to meet the project’s constraints without compromising quality. The result demonstrates not only aesthetic refinement but also architectural cohesion—multiple complex systems functioning in tandem with stability and performance in mind.

Flaws
     Two notable shortcomings emerged in this piece: the implementation of the gas effect and the color choice associated with it. Due to technical budget constraints, a true volumetric solution was not feasible, requiring us to approximate the effect using particles and material tricks. While performant, this solution lacked the physical presence of volumetric rendering.
     More significantly, the chosen color unintentionally suggested a harmful pathogen rather than an inert gas. The decision was made to preserve stylistic consistency with earlier animations; however, in retrospect, clarity should have taken precedence over visual continuity. Adjusting the color alone would have mitigated much of the unintended implication. This experience directly informed later projects, where gas effects were standardized to white to avoid ambiguity and improve visual communication.
Learnings
    This project significantly expanded my expertise in procedural animation, procedural generation, and advanced particle system coordination. Its constraints required me to rethink prior assumptions and engineer new solutions under performance limitations. For example, orchestrating 45 near-simultaneous spline-driven animations without destabilizing Unreal required careful sequencing, optimization, and system-level oversight.
     Challenges of this nature are where I perform best. Complex constraints force deeper understanding and deliberate system design, pushing me to refine both my technical knowledge and my problem-solving approach. Each obstacle became an opportunity to evolve my methodology, resulting in more scalable, efficient, and resilient solutions.
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