
The first scene I created in Unity. The execution was extremely rough.

I added more objects and details to the scene, along with a third-person controller that let the player move the character freely. But this version performed terribly. I hadn't done any performance optimization, so the frame rate was low and the game frequently stuttered.

For this version, I used scene assets with better visual quality. You can see a waterfall made with a particle system, the system used for visual effects, and water rendered with a purpose-built shader. I also added filters and post-processing effects, which improved the image quality. I learned to use LOD, creating models at different levels of detail and switching between them dynamically based on distance. This effectively reduced the game's performance cost.

In this final version, I added more scene details, experimented with baked lighting, and learned about the various texture maps used in PBR assets.