Immersive Experience — Master of Shapes
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.
The build included
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.






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








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

