THE ENSEMBLE

Project Status: Finished
Project Type: Professional
Project Duration: ~2 years
Software Used: Unreal Engine 5, Photoshop
Languages Used: Blueprints
Team: 3 Devs, 1 3D Designer
Primary Role(s): UI Programmer

About Project

The Ensemble is an architectural visualization project built in Unreal Engine, developed together with Veldboom Studios for a real estate client. The project spanned nearly two years of intermittent development across three major phases.

Ensemble | Veldboom Studios

Hero Render

Challenges

  • Remote workflow
  • Source control issues
  • Merging multiple frameworks
  • Client-driven iterations

Contributions & Highlights

  • Interactive UI system(s)
  • Component Filter system
  • Seamless texture creation
  • Environment design (nature)

Intro

Although primarily an ArchViz product, Ensemble became my first large-scale Unreal project. My contribution focused on system design and UI programming, collaborating with a small team of developers and a 3D designer. It remains my most extensive project to date. My responsibilities grew from early prototyping and feature design to maintaining the technical backbone of the project — including UI, gameplay-like systems, and version control.

Notes and Sketches

Earliest sketches


Development


Phase 1 – Prototyping (2023)

My first exposure to Unreal after transitioning from Unity. During this phase I sketched and prototyped the UI, beginning with phone/tablet-style interactions. I integrated Ultra Dynamic Sky and added custom weather controls on top of it, and familiarized myself with the team’s workflow.

Older User Interface

Phase 2 – Consolidation (2024)

The UI system matured into a utility tablet with features such as weather/time controls, light toggles, and the Component Filter. I took ownership of the GitHub repo and resolved major workflow issues. Extended the ArchViz framework(s) with additional Blueprint logic, created seamless brick textures, and designed foliage environments. Reduced the build size from ~8GB to 1.6GB, and delivered the first proper client-facing build.

Component Filter Logic

Component Filter Logic

Enables/disables the visibility & collision of tagged actors.

Phase 3 – Support (Late 2024 – 2025)

While interning at Veldboom Studios, I continued working on Ensemble doing small fixes and updates. Such as blueprint reference fixes, POV switching extensions to the ArchViz Interior system, etc. and managed final test builds.

Office Spaces

After Filter

The Component Filter allows toggling between office spaces and regular units.

Conclusion

Ensemble successfully delivered an interactive architectural visualization that met the client’s goals and led to continued collaboration. The project served as a valuable crash course in UI/UX, Blueprint systems, and texture creation. It also laid the groundwork for my later Unreal projects, especially in system design.

Beauty shot

Continuation

The client has expressed interest in expanding the project into a VR experience.



Visuals & Media

A selection of additional visuals and behind-the-scenes material from the development process.

Environment Design

Nature environment

I was responsible for nature props such as trees and bushes. To preserve performance, I used low-poly assets.

Interactive UI System

Functionalities: lights, filtering, time & weather control.

Tablet UI

Final version of the tablet UI, evolved from the smartphone prototype in Phase 1.

Reference photo of a wall in The Ensemble

Wall reference

The wall was irregular and not directly usable as a texture asset.

Seamless 1024x1024 Texture

1024x1024 texture

After adjustments in Photoshop & Lightroom, the texture became uniform and tileable. Exported in Power-of-Two resolution for optimal compression and scalability.

The texture applied to the building in-game.

Gif of textures applied in game

Showcased under different weather conditions from clear skies to snow.


Credits & Tools

This project integrated several third-party frameworks under their respective licenses, Adapted and customized for the client's specific use cases.


Ultra Dynamic Sky by Everett Gunther.
"ArchViz" Explorer by Karl Detroit.
ArchViz Interactive UI and Tools by SDOT.


Disclaimer: All showcased visuals and systems represent work performed by the developer within the context of the project.