Every great project begins with a question. Ours was simple: What if we could create a space that felt abandoned for decades, where art deco elegance battles post-apocalyptic decay?
Lotos Station exists in a world frozen between eras.
Before a single asset was modeled or material created, we built our visual language.
This moodboard became our north star—referenced daily, challenged constantly, refined through collaboration.
Storyboarding for virtual production required a different approach.
We weren't just planning shots—we were choreographing the relationship between actors, physical props, virtual environments, and camera movement.
When 30+ people across multiple disciplines need to work on the same Unreal project simultaneously, version control isn't optional—it's survival.
Perforce became our central nervous system.
Unreal Engine 5.6.1 became our digital stage.
But unlike traditional game development or cinematic rendering, we had one unbreakable rule: 90 FPS minimum on the XR Stage.
Every asset in Lotos Station was purpose-built. No asset store purchases, no generic models.
This decision meant more work, but it gave us complete control over quality, optimization, and artistic consistency.
Performance optimization was a central part of production.
Our goal was to achieve a stable 90 frames per second, allowing the XR Stage to run smoothly with synchronized tracking.
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