Not Unreal

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

An elementary school entrance on a clear day. A white folded-plate canopy floats over a fully glazed lobby, two yellow school buses stand at either side, and children and parents cross a tulip-lined path towards a striped crossing.

Not Unreal

Academic work made before the engine: a school, an apartment block, a lunar collage and chipboard models, drawn and built in everything except Unreal.

Credit
Personal work
Year
2022
Specification
ENSCAPE · PHOTOSHOP · ILLUSTRATOR · PHYSICAL MODEL

Made with non-engine tools during design studies, Not Unreal collects the early academic projects where the foundational habits came from: iteration, working to a brief, giving and taking critique, and finishing to a deadline.

The work spans an elementary school taken from site plan to classroom interior, a cantilevered apartment block, a speculative lunar collage, and chipboard study models photographed under hard light.

They are grouped here because of what they have in common. None of them were made in a game engine, and all of them are the reason the engine work later had something to stand on.