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My Swamp
Bachelor Theisis Project on (3D) Optimization for Artists
Summary
This project, developed for my Bachelor Thesis (From Constraints to Creative Control: Artist-Led Optimization in Game Development), challenges the idea that performance is solely a programmer's responsibility. It combines theoretical rendering frameworks with a practical Unity 6 swamp case study to demonstrate how technical literacy enhances an artist's creative vision.
My Focus
I developed a large-scale 3D swamp environment in Unity to implement optimizations like texture channel packing, shader-based batching, and custom foliage cutouts. Using an automated testing space, I analyzed the performance impact of my artistic choices to maintain high visual fidelity within hardware budgets. Finally, I documented this process, reflecting on how artists can achieve technical independence and bridge the art-tech divide.

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