Atmosphere

Coulter Heiberger

Technical Artist

I build real-time systems for spatial environments: terrain, architecture, simulation, and interactive experiences. Most of the work starts with real-world data, processed into environments that hold up at 1:1 scale under true coordinates.

Real-time 3D · Geospatial pipelines · Interactive systems

Coulter Heiberger, smiling, in glasses and a light blue collared shirt against a warm stucco wall.

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About

Various 1999

A bedroom corner in daylight. An oak headboard panel runs the width of the frame behind white and grey bedding with a checked throw; at the left a black slatted nightstand carries a rattan vase of dracaena and a bare globe bulb on an oak block, lit warm against a plain white wall.

Atmosphere

Real-time lighting studies in Unreal Engine 5, testing how light, shadow and materiality carry emotional tone across three unrelated interiors and one structure in the woods.

Credit
Personal work
Year
2023
Specification
UNREAL ENGINE

Constructed in Unreal Engine 5, Atmosphere is a set of early visualisation studies exploring emotional tone through real-time rendering. The work was importing assets, staging scenes, and pushing light, shadow and materiality until each space carried a mood rather than merely describing a room.

The two stair frames are the argument in miniature: the same geometry, the same lighting, one pair of eyes added in the opening at the top.