REAL-TIME & INTERACTIVE
MUSEUM PROJECT
INTERACTIVE EXPERIENCE
YEAR
2026
LOCATION
Russia
SIZE
-
CLIENT
ALLZA
role:
3D modelling, visualization, animation, interactive client build
program list:
Unreal Engine · 3ds Max · Revit
The project consists of 8 villas and 3 different villa types. This project has been realized by our architectural team from concept stage to field control. We planned 2 floors to be compatible with the surrounding buildings. We preferred 4 twin villas instead of 8 separate villas because they were supposed to be at least 3 meters between the villas. This has increased its use. In this project, where I learned many new details and materials during the implementation phase, I examined the implementation of architectural plans and static plans during construction site controls.

PIPELINE
From the client’s Revit file to a packaged executable. The goal was a build the client could open and test changes in, rather than a render queue they had to wait on.
1. Import From Revit File
The client’s Revit model imported as-is. Accurate geometry, far too heavy to run in real time.
2. Remodel in 3ds Max
Rebuilt for real-time — reduced geometry, clean topology, corrected pivots and naming.
3. Add Details + Datasmith
Detail modelling, then exported through Datasmith so hierarchy and materials survive the transfer.
4. Import Unreal Engine
Lighting, materials and Lumen. The first point where the space becomes readable as a space.
5. Add UI Elements + Blueprints
Navigation map, teleport points, runtime material switching, door animations.
6. Package
A standalone executable. No engine, no install — the client double-clicks it and walks in.
FEATURES
Overlay map of all six halls — click to move. Faster than walking when the client is reviewing the whole building.

Doors open on approach, so circulation and sightlines read correctly.
Wall and floor finishes switched at runtime. Finish decisions made standing in the room instead of over email.

Three seating layouts, switched live during a walkthrough.

Media content swappable per surface, so the client can test what plays where.
