This Unity WebGL-based project was created for The Royal Commission for AlUla (RCU), a government initiative, with a focus on realism and optimized performance. The project was developed in collaboration with RCU archaeologists to ensure historical and cultural accuracy.
The experience is set in AlUla, Saudi Arabia, and is divided into four environments: the Lion Tombs of Dadan, Jabal Ikmah, Wadi al-Naam, and the Dig House. Each environment is a near-digital twin of the real locations, slightly adapted for gameplay and exploration. Players take on the role of a young archaeologist, completing educational missions and mini-games that teach about the Dadanite period while exploring these historic sites.
I was responsible for creating the 3D environments, avatars, outfits, props, and various assets, ensuring high visual quality, realism, and optimized performance for WebGL.
Lion Tombs - environment set among towering cliffs with the iconic lion-carved tombs, designed for exploration and discovery
Jabal Ikmah - a canyon environment filled with ancient rock inscriptions, creating an atmosphere of mystery and storytelling.
Wadi al-Naam - open desert valleys once used as hunting grounds, reimagined with rock art and immersive natural scenery.
Dig House - an archaeological base at the foot of the cliffs, serving as the hub where all the collectibles are gathered and displayed.
3D model of a classic Land Rover Defender, fully optimized for WebGL and designed for use as the player’s vehicle in the experience.
360
360
low poly
low poly
wireframe
wireframe
high poly
high poly
Game-ready asset of an ancient Dadan statue, created for a quest and split into six collectible parts. The model is highly optimized for real-time use. Presented in both high-poly sculpt and low-poly versions with wireframe to showcase topology.
Some of small collectible figurines for players, modeled based on archaeological findings from RCU. Each figure is  ~3k vertices, optimized for WebGL while preserving historical detail.
Avatars for players and NPCs were created using Character Creator 4 and Blender. Includes four outfit variations, fully optimized for WebGL while maintaining visual quality and realism
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