Constructing an immersive world on a budget
Unity 3D is absolutely one of my favorite pieces of software - with smart, intuitive tools for bring imaginative ideas truly to life. In the contemporary age of powerful computers and dedicated graphics hardware, it’s easy to arrive at beautiful works that easily meet the processing requirements of simple games.
But this was 2011, and the iPad, as interesting as it was, was not an ideal platform for realtime 3D. Additionally, Unity’s tools for lightening the load had not yet matured. Every polygon mattered, textures were baked whenever possible, and 2.5D billboarded geometry often gave more bang for the buck over complex geometry.
Atmosphere took the center stage, but achieving a layered sense of depth within limited rendering capabilities meant finding clever ways of combining 3D geometry, raster billboards and lightweight skydomes while tactfully managing to "hide the seams" of our build approaches.