SHERAZ ASGHAR
Technical Artist / Unity Developer
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Six Country, Nine City
PHOTOGRAPHY
Six Country, Nine City
Apr 20, 2026 Photography

Six Country Escape is a visual journey through six countries and nine cities, captured through architecture, street life, landscapes, food, and quiet…

WebGPU Automotive Configurator
UNITY
WebGPU Automotive Configurator
Feb 20, 2024 WebGPU

This project is a real-time WebGPU automotive visualization study built in Unity, focused on material customization, browser delivery, and optimized…

A project about nothing
UNITY
A project about nothing
Aug 21, 2023 Animation

A Project About Nothing is a small real-time Unity study built around a field dog wandering through a desert environment. The goal was to examine the…

Minion Mayhem
CINEMA
Minion Mayhem
Jul 20, 2016 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with…

TMNT 80s Blockfied
CINEMA
TMNT 80s Blockfied
Jan 10, 2017 CG Animation

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and…

SPARTAN MARK VI
CINEMA
SPARTAN MARK VI
Aug 20, 2014 CG Animation

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Halo universe in collaboration with Mattel…

World of Warcraft
WEBSITE
World of Warcraft
Jun 14, 2013 Web

Created for Mega Bloks during their licensed partnership with Blizzard Entertainment, this interactive website brought the world of World of Warcraft…

Destiny TVC
CINEMA
Destiny TVC
Jun 14, 2017 VFX

This project is a 7-second cinematic breakdown from a Destiny TVC sequence produced as part of an official Megabloks / Mattel Halo campaign. The…

Halo FOD
CINEMA
Halo FOD
Jul 15, 2018 CG Animation

This piece began with something simple and physical, a Megabloks / Mattel Halo ship, animated through stop-motion frame by frame created by…

Machine01
MACHINIST
Machine01
Dec 22, 2021 Machining

This is a personal project: a fully self-built CNC milling machine developed over the course of a year, designed and engineered from the ground up…

Magnext TVC
CINEMA
Magnext TVC
Sep 21, 2017 CG Animation

This project is a 10-second cinematic TVC created for MagneXt, a magnetic construction toy line developed by Mattel. The concept focuses on a single…

Gumpaway
WEBSITE
Gumpaway
Jun 11, 2016 Web

This project documents my journey biking across Canada, from the Pacific coast to the Atlantic Ocean, covering a total distance of approximately…

Halo Scorpion TVC
CINEMA
Halo Scorpion TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Scorpion, a canon armored vehicle within the Halo universe reinterpreted…

Halo Pegasus TVC
CINEMA
Halo Pegasus TVC
Mar 15, 2014 CG Animation

This project was created as a 10-second cinematic TV spot featuring the Halo Pegasus, a canon vehicle within the Halo universe reinterpreted through…

Turrentblok Mixed Reality
MIXED REALITY
Turrentblok Mixed Reality
Nov 11, 2015 AR

This project is a mixed reality gameplay prototype developed in Unity, combining physical computing with real-time augmented reality. The experience…

Rover Mixed Reality
MIXED REALITY
Rover Mixed Reality
Aug 12, 2015 AR

This project is a mixed reality prototype built around a physical Mega Bloks / Mattel rover, combining real-world toy hardware with a Unity-based…

Shapeshifters
UNITY
Shapeshifters
Jul 18, 2018 Robotics

This project is a fully built modular RC-style vehicle system developed entirely using LEGO components, designed to explore physical computing…

Roboblok
MICROCONTROLLERS
Roboblok
Jan 10, 2013 Electronics

This project is a wearable robotic hand system built using Mega Bloks Micro components as the structural base, combined with embedded electronics and…

Minion Tracking at Mattel
CINEMA
Minion Tracking at Mattel
Nov 14, 2016 Match-Move

This project explores motion tracking and visual effects integration using real-world footage combined with 3D animation and compositing techniques…

Minions at Cafe
CINEMA
Minions at Cafe
Jan 5, 2017 VFX

This project is a motion tracking and visual effects experiment set in a real-world cafe environment. The background footage was captured on location…

Neoshifters
CINEMA
Neoshifters
May 12, 2008 CG Animation

This project is part of my early professional work, created during my time at a company where I had limited production access and tools. It…

Robots in the Warehouse
UNITY
Robots in the Warehouse
Jul 27, 2025 Simulation

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution…

Talia
UNITY
Talia
Dec 11, 2022 Visualization

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality…

HDRP Ocean & Volumetric Clouds Showcase
UNITY
HDRP Ocean & Volumetric Clouds Showcase
Aug 24, 2024 Environment

This HDRP showcase was created for a Unity workshop I delivered at Boeing, demonstrating the visual fidelity possible with Unity's HDRP water system…

HDRP Path Tracing Studio
UNITY
HDRP Path Tracing Studio
Jul 17, 2023 Rendering

This project was built in Unity HDRP to showcase high-end automotive visualization using path tracing, custom shaders, lighting, and material…

The Mosaic
+ Featured Work / CINEMA

Minion Mayhem

This project was a stylized CG animation created as part of a licensed Mega Bloks campaign featuring the Minions universe in collaboration with Mattel and Illumination. The goal…

+ Featured Work / CINEMA

TMNT 80s Blockfied

This project was a stylized CG animation inspired by the classic 80s Turtles theme intro, created using Mega Bloks toy-based characters and environments. The goal was to recreate…

+ Featured Work / UNITY

Robots in the Warehouse

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a…

+ Featured Work / UNITY

Talia

This project explores high-end product visualization using Unity HDRP, showcasing how real-time rendering can achieve the level of quality traditionally associated with offline…

Make sure WebGPU is active in your browser's graphics settings
UNITY

Robots in the Warehouse

Autonomous mobile robots running a modular warehouse in real time, in-browser via Unity 6 and WebGPU

About the Project

Robots in the Warehouse is a real-time warehouse automation demonstration showcasing autonomous mobile robots operating within a modern distribution center. Designed as a technical showcase, the project focuses on building a scalable industrial environment where multiple robots navigate the warehouse using Unity's NavMesh system, avoid collisions, and perform continuous warehouse operations in real time. The goal was to demonstrate how complex industrial spaces can be delivered with high visual fidelity while maintaining exceptional performance directly in a web browser.

A key aspect of the project was developing a highly modular environment built around procedural, tileable materials instead of relying on unique textures for every asset. Materials were authored in Substance Designer to create seamless, repeatable surfaces that could be reused throughout the warehouse while maintaining consistency and realism. This approach dramatically reduced memory usage and texture overhead while allowing the environment to scale efficiently. Even at close viewing distances, the materials retain a high level of detail, producing crisp, believable surfaces without sacrificing performance.

The complete production pipeline was developed using Autodesk Maya, Substance Painter, Substance Designer, Adobe Photoshop, Adobe Illustrator, and Unity 6. I modeled the warehouse assets, created UV layouts, authored physically based materials, developed procedural textures, and assembled the entire environment for real-time visualization. Within Unity, I built the user interface, implemented gameplay systems in C#, developed custom materials and effects using Shader Graph, and integrated the navigation and collision systems that drive the autonomous warehouse robots.

Performance optimization was a primary objective throughout development. The project leverages efficient material workflows, GPU instancing, batching, optimized geometry, carefully managed lighting, and memory-conscious asset organization to maximize rendering efficiency. Every decision, from material reuse to asset construction, was made with scalability in mind, allowing large numbers of repeated warehouse elements to be rendered with minimal overhead while preserving a clean, high-quality visual presentation.

The final application was deployed using the WebGPU API, demonstrating how modern browser technologies can deliver high-performance, interactive 3D experiences without requiring native installation. The result is a responsive, visually rich warehouse simulation that showcases expertise across the entire real-time production pipeline, from asset creation and procedural material authoring to programming, optimization, and web deployment.

Project Highlights

  • Category UNITY
  • Year 2025
  • Type Real-Time 3D / WebGPU
  • Role Environment & Technical Art, Real-Time Development
  • Pipeline Unity, C#, SOLIDWORKS, Maya, Substance Painter, Substance Designer, Photoshop, Illustrator, WebGPU, Asset Transformer, Asset Manager
  • Download High Fidelity URP Build · 478 MB ↓

Pipeline & Workflow

  1. Created the Moto robot asset in SOLIDWORKS (CAD) as the pipeline's starting point
  2. Modeled the warehouse assets and authored UV layouts in Maya
  3. Authored physically based materials in Substance Painter
  4. Built seamless, tileable procedural materials in Substance Designer for efficient, scalable reuse
  5. Assembled the full modular warehouse environment for real time in Unity 6
  6. Built the user interface and gameplay systems in C#
  7. Developed custom materials and effects with Shader Graph
  8. Integrated NavMesh navigation and collision avoidance to drive the autonomous robots
  9. Lighting and lookdev tuned for real-time performance
  10. Performance optimization, GPU instancing, batching, optimized geometry and memory-conscious assets, deployed in-browser via WebGPU

Tools & Technologies

Unity
C#
SOLIDWORKS
Maya
Substance Painter
Substance Designer
Photoshop
Illustrator
WebGPU
AT
AM

Credits & Collaborators

Acknowledging the teams, studios, and collaborators behind the project.

Sheraz Asghar
Technical Artist / Real-Time Developer
Full production pipeline, asset modeling and UVs in Maya, PBR and procedural material authoring in Substance Painter and Designer, environment assembly, C# gameplay and UI, Shader Graph effects, NavMesh navigation, performance optimization, and WebGPU browser deployment in Unity 6.
Unity Technologies
Engine & Real-Time Platform
Built with Unity 6 and deployed to the browser via Unity Play and the WebGPU API. Unity is a trademark of Unity Technologies.

Talk & Presentation

Johns Hopkins Applied Physics Laboratory

Unity WebGPU Optimization Talk

I represented Unity Technologies at the Johns Hopkins University Applied Physics Laboratory, where I delivered a technical presentation on optimizing high-fidelity real-time experiences for the web using Unity's Universal Render Pipeline and WebGPU.

I used this project as the central case study for the presentation. It allowed me to demonstrate the complete process of preparing a complex real-time experience for browser deployment, from asset creation and optimization to shader design, lighting, runtime performance, and final WebGPU delivery.

The project provided a practical foundation for discussing asset complexity, material and shader efficiency, scene organization, rendering cost, and the tradeoffs required to maintain strong visual quality while meeting web-performance constraints. Rather than presenting optimization only as theory, I was able to show how those decisions were applied directly throughout this production.

The talk was part of a broader technical session that also included presentations on DOTS, Unity Asset Manager, and deployment pipelines, demonstrating how Unity can support scalable and production-ready real-time applications across modern web environments.

View the talk on LinkedIn
  • Represented Unity Technologies
  • Organization Johns Hopkins APL
  • Topic URP + WebGPU Optimization
  • Format Technical Talk & Live Presentation

The Journey of an Asset

Seamless Asset Pipeline demonstrates a complete Unity Hub template and asset transformation toolkit designed to streamline the journey from CAD creation to optimized real-time deployment. The pipeline leverages configurable rule sets to automate asset transformation, material assignment, mesh processing, and optimization, creating a consistent and repeatable workflow while reducing manual intervention.

For this demonstration, I created the Moto robot in SOLIDWORKS, processed the model through the toolkit, generated vertex-based ambient occlusion, and integrated it into Unity for real-time use. I also extended my Uber Shader to support both traditional texture-based ambient occlusion and vertex-color-based ambient occlusion, allowing assets to seamlessly adapt to different rendering and performance requirements.

The video showcases the complete production pipeline, including asset import, automated transformations driven by rule sets, geometry optimization, material processing, shader integration, and final deployment inside Unity. The result is a scalable, production-ready workflow that accelerates content preparation while maintaining visual fidelity, consistency, and performance across real-time applications.