LIVING PILLAR VR

LIVING PILLAR VR

As a university project, I built a VR showroom for Scotscape to help potential investors and council members visualise their Living Pillar concept. The experience was designed and developed in Unity using C# and 3DS Max.

Client

ScotScape

Year

2020

Category

University Project

Live Project

Visit Site

Technologies

HELLA MAGIC STORE®

Empathise

Empathise

The project aimed to solve a key problem: showing stakeholders how the Living Pillar would feel at street scale. I studied how VR could simulate urban interventions and help decision-makers understand the environmental and aesthetic benefits of green infrastructure.

The project aimed to solve a key problem: showing stakeholders how the Living Pillar would feel at street scale. I studied how VR could simulate urban interventions and help decision-makers understand the environmental and aesthetic benefits of green infrastructure.

Empathise

The project aimed to solve a key problem: showing stakeholders how the Living Pillar would feel at street scale. I studied how VR could simulate urban interventions and help decision-makers understand the environmental and aesthetic benefits of green infrastructure.

Define

Define

The VR journey started in a showroom where users explored the pillar’s design, irrigation system and plant species. From there, they stepped into a teleporter that placed them in a virtual London street surrounded by lamp posts fitted with Living Pillars.

The VR journey started in a showroom where users explored the pillar’s design, irrigation system and plant species. From there, they stepped into a teleporter that placed them in a virtual London street surrounded by lamp posts fitted with Living Pillars.

Define

The VR journey started in a showroom where users explored the pillar’s design, irrigation system and plant species. From there, they stepped into a teleporter that placed them in a virtual London street surrounded by lamp posts fitted with Living Pillars.

Ideate

Ideate

I built the experience in Unity, using 3DS Max for 3D modelling and coding interactions in C#. The VR environment was optimised for smooth performance on the Oculus Quest, allowing stakeholders to walk around, interact and explore comfortably.

I built the experience in Unity, using 3DS Max for 3D modelling and coding interactions in C#. The VR environment was optimised for smooth performance on the Oculus Quest, allowing stakeholders to walk around, interact and explore comfortably.

Ideate

I built the experience in Unity, using 3DS Max for 3D modelling and coding interactions in C#. The VR environment was optimised for smooth performance on the Oculus Quest, allowing stakeholders to walk around, interact and explore comfortably.

Prototype

Prototype

This project was about using VR as a persuasive communication tool — giving users an immersive, tangible sense of what Scotscape’s vision would look like in the real world. The experience supported early conversations that helped bring the product to market.

This project was about using VR as a persuasive communication tool — giving users an immersive, tangible sense of what Scotscape’s vision would look like in the real world. The experience supported early conversations that helped bring the product to market.

Prototype

This project was about using VR as a persuasive communication tool — giving users an immersive, tangible sense of what Scotscape’s vision would look like in the real world. The experience supported early conversations that helped bring the product to market.

Deliver

Deliver

Deliver

TOM LANGFORD

TOM LANGFORD

TOM LANGFORD

TOM LANGFORD

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©2025 FALL LINE SOLUTIONS

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