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Peoria Art Fair

Launched in the middle of the pandemic, the Virtual Peoria Art Fair continues the yearly in-person tradition without skipping a beat.

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One of my first projects as part of Interactiva was the Virtual Peoria Art Fair. Proposed during the pandemic as a way of continuing the in-person event, we decided to get to work immediately as soon as the PAG told us that they wanted to continue the 58th Art Fair despite the COVID-19 epidemic.

The art fair featured over 150 pieces, including photographs, paintings, ceramics, sculptures, glasswork, jewelry, printmaking, and fiber–this represented an enormous task for our crew of three people and myself. We didn’t have most of the toolset we had been developing over the years for our other projects, such as the Interactiva Engine, so we can design a quality “adjuster” to optimize the performance while maintaining visual fidelity, and design the whole UI, cross-platform Input System, and art fair mechanics from scratch.

Creating the Environment
We modeled the entirety of the environment, based on where the in-person fair is usually hosted on the Peoria riverfront, and created the vast majority of props with LODs and PBR textures. We also used Unity’s built-in render pipeline which meant manually creating texture atlases to optimize performance.
Designing the Art Tents
We had to find a way of spacing out and showcasing the art tents in a way that replicated both the layout and path that a traditional person would tour the fair, while also distinguishing focus zoom for 2-dimensional and 3D pieces.
Art Pieces
The main challenge with the art pieces was modeling the detailed models so that the user can zoom in and see all it’s detail, while also maintaining performance when the player is observing the tents from a far-away perspective.