A complete
mining world.
A multi-environment simulation project, built around coherent spatial design and detailed industrial assets.
Türk Altın — Mining Simulation brings together three distinct real-time Unity environments: a terraced open-pit excavation, an industrial processing facility, and a modular underground mine entrance.
My work combined environment construction, 3D modeling, PBR texturing, asset placement and technical presentation. The aim was to make complex mining spaces readable, convincing and consistent across very different scales.
Alongside its environment-art production, the project is a VR serious game: interactive blasting and excavation sequences help learners understand how an open pit is opened and developed, and how mineral extraction progresses. The simulation uses the mining environment to explain these processes in a spatial, experiential way.
- Role3D Designer / Technical Artist
- EnvironmentsOpen-Pit · Factory · Underground
- Target platformOculus Quest 3 · VR
- ToolsUnity · Blender · Substance 3D Painter
- FocusTerrain · Industrial assets · Materials
- Additional workAI-assisted drill rig workflow
Open-Pit
Excavation.
A layered terrain built to establish the scale, circulation and visual identity of the mine.
Scale, equipment, circulation.
ENVIRONMENT ASSEMBLYTerrain,
shaped by hand.
Procedural foundations combined with manual art direction for more convincing benches, slopes and ground transitions.
Procedural groundwork. Intentional refinement.
I sculpted the open-pit terrain with Unity Terrain Tools and used procedural terrain painting as a starting point. I then manually refined the surface transitions and visual hierarchy before positioning buildings, vehicles and supporting props.
- Shape the layered excavation and its overall silhouette.
- Establish a procedural terrain-painting base.
- Refine materials, surfaces and bench edges by hand.
- Place structures, vehicles and environmental details.
AI-assisted
Drill Rig.
A vehicle-development workflow connecting creative iteration with custom AI orchestration and Unity production.
Factory,
inside Unity.
A dense industrial scene assembled around production machinery, service structures and small-scale operational details.
A working industrial language.
MECHANICAL SET DRESSINGModeling
& Material Craft.
From the industrial structure in Blender to textured equipment and carefully composed asset-level renderings.
The factory needed to work both as a complete environment and as a collection of believable industrial assemblies.
Structure & mechanical assemblies.
BLENDER RENDERSEquipment & surface finish.
PBR / SUBSTANCE 3D PAINTERSmall objects.
Real-world detail.
Purpose-built props give the production floor scale and context, from sample handling to safety equipment.
Melting Furnace
in Motion.
A short pouring sequence that brings industrial machinery and material behavior into motion.
From static machinery to process.
The pouring sequence adds an animated layer to the equipment shown throughout the factory. It focuses attention on a specific industrial action rather than repeating a still render.
Original game-view recording, cropped to exclude Unity editor panels. This capture has no audio; use the player controls to pause or view full-screen.
Underground
Entrance.
A modular access environment built around repeated structural arches, worn surfaces and clear operational signage.
Repetition, materiality, safety.
MODULAR CONSTRUCTIONTechnical
Breakdown.
A closer look at construction, geometry and presentation methods—without unsupported runtime performance claims.
Shaded and wireframe views expose modeling choices that are less visible in finished environment shots.
Crafting the
whole system.
An exercise in carrying detail, consistency and technical clarity between different environment types.
Three environments.
One design approach.
This project strengthened how I work across large terrain forms, compact industrial assets and modular structural kits. Each environment demanded a different balance of realism, composition and technical production.
The outcome is a focused body of 3D and technical art work spanning Unity scene-building, Blender modeling, Substance 3D Painter materials, detailed props and an independently developed AI-assisted workflow.
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