Virtual Museum — First-Person Exhibition Walkthrough
Walk a gallery that does not exist, and read the label on the wall.
Published anonymously at the client’s request
Overview
A Unity 6 prototype of a walkable exhibition space. The player moves in first person through a gallery, looks at a hung work, and an information panel resolves with its title, artist and year. The gallery itself is generated in code rather than laid out by hand.
What this proves
Reach beyond the web stack. This is a game engine, a real-time renderer and a first-person control scheme — adjacent to the 3D configurator, but native rather than browser-based.
Key features
The gallery builds itself
Floor, walls, lighting, camera rig, canvas and the exhibits are all instantiated from a setup script, with an editor menu command to regenerate the scene. Changing the exhibition means changing data, not dragging objects in the editor.
Look-to-inspect information panel
Each exhibit carries its own title, description, artist and year. Looking at a work surfaces a panel populated from that component, so the label travels with the object rather than living in a lookup table somewhere else.
Modern input, not legacy axes
Movement and looking are bound through Unity’s Input System action asset rather than the legacy input axes, so keyboard, mouse and gamepad are all covered by one action map.
What this is, honestly
This is a prototype, and it is listed as one. The hand-written code is a few hundred lines across seven scripts: a first-person controller, an exhibit interaction handler, the information component, the UI binding, and the scene builder with its editor menu. There is no art pipeline, no imported models, and no shipped build behind it.
It earns its place here for one reason: it establishes that the studio works in a real-time engine natively, which is the ground the browser-based 3D configurator stands on. Presenting it as a finished exhibition product would be a lie, so it is presented as what it is.
Not demonstrated by this project
Stated plainly, because a portfolio is more useful when it is precise about its limits.
- A prototype — there is no shipped or published build
- Placeholder exhibit content, generated rather than curated
- No imported 3D art, materials or lighting bake
- No audio, no VR or headset support
- No automated tests, no accessibility work
- Not multilingual
Portfolio assessment
- Visual design
- 4.0 / 10
- Technical complexity
- 6.0 / 10
- Interactivity
- 6.0 / 10
- Business value
- 3.0 / 10
- Portfolio appeal
- 6.0 / 10

