Wilderness

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 wide overgrown valley under a heavy red-orange sky, the sun burning through low cloud. Charred tree stumps and scrub cover the mounded foreground, and a long low structure with a broad flat roof sits half-buried in the ridgeline beyond.

Wilderness

A large playable post-apocalyptic landscape designed for several animals, built from a Rhino-modelled heightmap and anchored by an overgrown warehouse modelled in Revit.

Credit
Personal work
Year
2022
Specification
UNREAL ENGINE · RHINO · REVIT

Created in Unreal Engine, Rhino and Revit, Wilderness is a large, playable post-apocalyptic landscape designed to be inhabited by several different animals. The terrain was modelled in Rhino, converted into a heightmap, and developed as a sequence of connected biomes a player crosses in turn.

An abandoned, overgrown warehouse modelled in Revit anchors the scene. It is there to suggest a human past without narrating one. The building persists, the plants and water are taking it back, and the resilience of the natural world is the point being made.

The three white axonometrics decompose that warehouse: the walled floor plate, the long-span truss roof, and the single repeating structural module the roof is built from.