Virtual Shopping Mall Experiance - Shindiri Studio


VR Shopping Mall Demo

Link to demo on Google Play:

When the user enters the VR environment and he will find himself on a gallery and on his left side is the bottom floor, garden and furniture. And on my right side I can see the windows of shops, while positioned on the gallery.

The second thing that we added is, than the user can also move in the VR environment along the gallery so he/she can look at the next window at the next shop.
In our VR environment, within in there we want to present content to the end-user. The user is looking at a shopping window and can see inside, and on the side of this shopping window there is a television and looking at the screen turns the television on and content is displayed.

The third thing is the sound ambient which is present in the background and represents noise of a real shopping mall environment.


In order to achieve as much as possible in the shortest period of time, we are deviding projects into phases. And bellow is the workflow of explained for the VR Shopping Mall app.

  • Phase I: 3-D Environment Development and Design

    • Part I: Exploring & Creating the Concept

    • Part II: Upgrading Model in 3Ds MAX

    • Part III: Model modification in Cinema 4-D

  • Phase II: Integration of the 3-D model into Unity with interactive features

    • Part I: Unity Project setup

    • Part II: Cardboard plugin integration

    • Part III: Movement trigger scripts

    • Part IV: Shopping mall 3D model import and optimization

    • Part V: Sound effects

    • Part VI: Intro video


AutoCAD - basics and 3D modeling

The actual concept plain was created in AutoCAD, which was also used to build up a preliminary model. The blueprint was done from scratch based on functional aspects and our visual aesthetics in accordance with the previous examples.

After this part, we created a model from the basics with the separated layers and integrated forms of same materials to get a complete perspective.

When the initial setup in AutoCAD was done, we exported it to 3Ds MAX for additional finalization where it was adjusted and upgraded to a final model.


After the finalization in AutoCAD, we exported the AutoCAD file into 3Ds MAX and created camera as a view point for perspective.

The next step was to assign materials to the floor, ceiling, glass and adjust the maps to suit our surface.

After that, the importing of equipment to the hall and inside stores, scaling them to fit our space.

After that, the importing of equipment to the hall and inside stores, scaling them to fit our space.

Another point of view is the wide space with the bar and furniture on the first floor designed for relaxation.

Shindiri Studio & Ates Soft, 2016 Documentation and Workflow Another point of view is the wide space with the bar and furniture on the first floor designed for relaxation. Lighting of the mall was solved as a combination of artificial (lamps placed on the ceilings of the hall and shops) and natura (zenith) lighting. Spatial elements such as sitting cubes on the ground floor, sculpture on the first floor or the bar ambient, contribute to the overall visual impression and representation of the interior design.

On this stage the model was ready to be exported to Cinema 4-D for further and final modifications.


Because of the large number of polygons of which the equipment is made, our goal was to reduce them so the entire model could be optimized for better performance.

After the process of optimization was done we have gone from initial 3.780.584 polygons, we successfully reduced it to 186.487 polygons.

We already did assigned materials to some surfaces in 3Ds Max, in Cinema 4D we improved their quality and some new details were put inside the model – wood for the bar and portals, marble for the wall behind the bar, black and grey granite for sitting cubes, etc.



Configuring of the dual camera view, raycasters and pointers.


ViewPoint script attached on each viewing point. Click will trigger the user to walk on exact locations. Events are triggered with Unity native Event Trigger scripts.


Initial model size was 120 MBs. In coordination with our 3D modelers we managed to reduce the size and optimize the model size to 22 MB with textures, which is an 80% effect from the initial start.


Bluish circle represent the area that sound sources are covering. One sound source follows the user playing looped sound of shopping mall noises. It was implemented to give the player a better experience while using the VR app.


As we have determined playing video inside VR Demo, after detailed research we found out that video can be played on handheld devices only in full screen via default Unity options (as we have integrated the Intro Shindiri video).

This video can also represent a sort of advertisement of the firm or some other party involved in similar projects. Video played as texture on certain 3-D objects (as in this case the TV screen) is possible only as an image sequence synced with separate sound source.


In order to get the real perspective of the app itself we acquired a pair of VR googles so we can test the application in the environment it is supposed to work in. We have been objective and have undergone to a complete testing flow from the ambient, lightning, shadows, textures to the functionalities and movement.

To get a better perspective you can read all about the project in the Documentation PDF.
The link is down bellow.

Download documentation

Link to download APK file

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