I am responsible for integrating it into a different game engine (Unity), optimizing and setting it up to work primarily on Oculus Quest inside a VR platforms called Engage & SideQuest and possibly VIVE in the future.
Integrating took the longest part since there are over 330 meshes (plus their LODS), 127 textures, and 55 materials.
The scene itself came with a scene set up but its fully pink because of missing materials and meshes. It also doesn't help that the whole scene was not built off the meshes that were within the project folder. Making each mesh with LODS doubled and it was a headache.
I decided to re-create the scene by creating prefabs with materials properly attached. I did that individually to all the meshes. It took a while but I was able to re-create it again from the ground up. We also manage to find a way to only baked lighting on LOD0 and replicate the lighting to the rest of the LODS so Unity doesn't have to do each LODS on a separate lightmap.
The scene works and is optimal for PC VR but there is no way it will run on Quest. After all, we have over 1000+ drawcalls, overall polycount was over 3m tris (only warehouse), there are over 55 materials (some with transparency), and over 127 textures.
This is when I started baking the walls into a single poly card and lowering every single asset's poly count. I managed to lower the whole environment to 77.3k tris and combined over 130 textures maps into 4 albedo, 4 Metallic/Roughness, and 4 Normal maps. I removed all transparency, re-designed the warehouse, added dividers on racks to help occlusion culling, and baked everything. After doing all this we are down to 22 drawcalls. (Later on, 55 because we added interactive UI and an animated drivable forklift).
I also have to optimize a forklift that was originally around 62k tris to 24k. I rigged/animated it and baked all the aim constraint to run in Unity. (I added to the rig a lot because the project changes scope.)
I did some additional UI design that matches what our UI Artist originally concept and provided ideas on how the UI should be animated based on interaction.
I helped with setting up reflection/lighting probes, lighting, and baking everything.
I provided the overall project direction by creating game design docs as an outline to follow up. I did the level design and worked closely with the programmer/s to push the project forward and to see what's possible. A lot of the functionality was brainstormed with the team.
Shout out to Alec Pilola for automating the majority of my initial manual work: prefabs setting up and scene set up. Also for making very artist-friendly intuitive task assignments set up. Lastly, for brainstorming with me and working a lot of overtime on this project, I learned a lot. Thanks, man!
Original Assets were bought from Unreal Engine Market Place: https://bit.ly/3eJGv9V
Product here: https://sidequestvr.com/app/1256/chalkbites-forklift-simulator