This project is a stylised 3D diorama inspired by the charm of Italian coastal towns, blending artistic direction with technical problem-solving. A key focus was on water simulation, where I created dynamic, stylised water that adds life and movement to the environment. To build the town, terrain, and architectural walls, I leveraged procedural content generation (PCG), ensuring variety, scalability, and efficiency in asset creation while maintaining a cohesive aesthetic.
Throughout development, I emphasised optimisation techniques – from geometry management to shader performance – pushing myself to work not only as a dynamic 3D artist but also as a technical artist. The result is a diorama that balances artistry with procedural systems, reflecting my growth in both creative design and technical implementation.