Botanical Dimensions immersive jungle world

Immersive Experience — Master of Shapes

Botanical Dimensions

Los Angeles · 2018 Houdini · Unreal Engine 4.5 Warehouse Installation

A hand-built jungle you fly through

Botanical Dimensions was a walk-in immersive experience for Master of Shapes — a real jungle built inside a Los Angeles warehouse, wrapped around a digital world you pilot in real time.

Why it matters: the viewer stands in the room and flies a 14-foot rear-projected hexagon through the jungle. Physical set and game engine, locked together.

StudioMaster of Shapes
Creative TechnologistAdam Amaral
Game DevelopmentRob Meza · Jordan Halsey · Jonathan Moore
Level Design | VFX | Look DevJordan Halsey
Sound DesignCanopy LA
ToolsSideFX Houdini · Unreal Engine 4.5

The build included

01

Terrain & Assets

SideFX Houdini · Procedural

Every plant, rock, and landform started in Houdini. Procedural assets and terrain meant the jungle could grow, shift, and re-scatter without rebuilding it by hand.

One procedural system fed the whole world downstream.

Houdini procedural terrain
Houdini procedural terrain
Houdini asset development Houdini asset development Houdini asset development
Houdini plant asset
Houdini plant asset
Houdini scatter system Houdini scatter system Houdini scatter system
Houdini terrain detail
Houdini terrain detail
Houdini asset detail Houdini asset detail Houdini asset detail
02

Texture Baking

Technique · Real-Time Optimization

The trick to running a dense jungle in real time: bake it. High-resolution detail and lighting get baked down from the heavy Houdini source into textures on lightweight game meshes.

Normal, ambient-occlusion, and lighting maps do the work — so Unreal draws a fraction of the geometry and the jungle still reads as lush.

Texture baking, high to low poly Baked normal and AO maps Baked lighting on game mesh

"You don't watch it you fly through it."

03

Worldbuilding

Unreal Engine 4.5 · Real-Time

Everything assembled in Unreal Engine 4.5. Baked assets, terrain, and lighting came together into one real-time world.

This is the jungle the hexagon flies through — live, in front of the viewer, every show.

Unreal Engine world
Unreal Engine world
Unreal jungle detail Unreal jungle detail Unreal jungle detail
Unreal lighting pass
Unreal lighting pass
Unreal environment Unreal environment Unreal environment
Unreal environment wide
Unreal environment wide
Unreal environment
Unreal environment
04

The Finished World

Look Development · Final Frames

The finished look — a saturated, bioluminescent jungle that never existed anywhere but the room.

Botanical Dimensions final render
Botanical Dimensions final render
Final render detail Final render detail Final render detail
Final render detail Final render detail Final render detail