Art reveals your desires.

Rubins Worldworks

Senior Environment Artist | 7 Years Game Industry Experience

Creating Memories you want to revisit

I am currently offering Introductory Rates to build my VRChat portfolio. Get industry-standard quality at a limited-time price.


THE PROFESSIONAL STANDARD

I bring over 7 years of professional game industry experience to VRChat. I don't just build environments, I create memories you want to revisit with a professional level technical optimization.My goal is to set a practical standard for what is possible on VRC. Stability and high-fidelity art belong in the same space. I want my worlds serve as a benchmark that you don't have to sacrifice frames for beauty.

Why choose a professional for your VRChat project?
Performance Architecture: Optimized for 40+ players. By utilizing advanced draw-call batching, texture atlasing, and efficient light-baking workflows, I ensure your world runs at high frame rates on both PC and Quest.
High-Fidelity Visuals: Specialized in PBR workflows. From custom-sculpted assets to cinematic lighting, I create atmospheres that feel grounded, expensive, and unique to your brand.
Professional Reliability: I treat every commission like a studio contract. You get a clear production timeline, transparent communication, and files delivered to industry standards. No ghosting, no missed deadlines.

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Professional Standards

With 7+ years of industry experience, I don't just "build worlds"—I engineer environments. Below are the technical benchmarks I apply to every project to ensure your commission is a masterpiece of both art and optimization.

Visual Excellence
Physical Based Rendering (PBR): I utilize industry-standard material workflows. Every surface—from weathered leather to polished marble—reacts realistically to light and environmental reflections.
Professional Lighting Pipeline: I use advanced light-baking techniques (Bakery/Unity) to create soft shadows, ambient occlusion, and global illumination. This provides superb quality atmosphere with zero impact on real-time performance.
Environmental Storytelling: Every scene is composed with professional level-design principles, focusing on spatial flow, focal points, and immersive details that make a world feel "alive."
Technical Optimization (The "No-Lag" Guarantee)
Draw-Call Efficiency: By utilizing Texture Atlasing and Static Batching, I significantly reduce the number of draw calls. This allows your world to maintain high FPS even in instances with 40+ players.
Geometry & Topology: Every asset is hand made. I eliminate redundant polygons and "ghost" geometry, ensuring a clean, lightweight scene that loads fast.
VRAM Management: I aggressively manage texture memory. By correctly scaling and compressing textures (balancing 2K/4K hero assets with 512/1K props), I prevent "Out of Memory" crashes for users on mid-range hardware.
Avatar & Interaction Ready
Global Illumination Probes: I strategically place light and reflection probes so that your avatars and dynamic objects pick up the world’s lighting and reflections perfectly as you move.
Clean Project Hierarchy: My deliverables feature organized, labeled, and nested Unity hierarchies. If you decide to add your own features later, the project is a professional foundation that is easy to navigate.
Collision Engineering: I use primitive colliders (Box/Capsule) instead of complex mesh colliders. This keeps physics calculations low and movement feeling smooth and responsive.

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My works

Commissions



Club Lucky Lynx 18+

Commission for katana276 & ceasar_draakovich
Step into the elegant nightlife of the 1930's New Orleans French Quarter. A luxurious and excellent performing sanctuary designed for the furry community to relax and unwind.
Feedback and reviews available via Discord


Final Result
Below you will see the result of my hard work that i performed, from beautiful visuals up to the most smallest technical breakdown you can ever find.
Video
The Development
Video showcasing every stage of the development and how it came to its conclusion.
Evolution of Club Lucky Lynx
The Statistics
4K Video walkthrough showcasing live the backend statistics of the world through unity stats window. Here you will see information about batches, setpass calls, cpu threads and more.
Zoomed the statistics window for a better overview
Club Lucky Lynx technical specs
Dev Blog Navigation
Below is presented the whole development process with a detailed breakdown of every single process.
The Idea
The project began with an initial first-floor layout designed by ceasar_draakovich. My objective was to translate that layout into a space inspired by the New Orleans Art Deco movement. I wanted to capture the soul of that era, utilizing a palette of deep, contrasting colors to fully immerse guests in a historic yet vibrant atmosphere.
Once I joined the project, we collaborated closely to refine the initial concepts. We implemented several quality-of-life improvements and polished the first-floor layout to ensure a better player flow and more intuitive navigation. This phase was crucial, as it established a solid foundation for the rest of the development process.
Blockout (Version 1)
With the layout finalized, I moved into the blockout phase. This process was divided into three distinct stages to ensure every detail was accounted for.
In the first iteration, I focused heavily on polishing metrics and scale. It was vital to ensure the proportions felt right for the players before moving into high-detail work. This stage acted as my "3D sketch," allowing me to visualize the volume of the club in real-time.
One of the primary creative challenges during this phase was the vertical architecture. I had to conceptualize how the second floor would integrate with the first, specifically focusing on how the two levels would converge at the ceiling to create a grand, cohesive interior.

Blockout (Version 2)
Following the initial blockout, we conducted a thorough feedback audit. I worked closely with the owners to implement their specific vision, making the necessary structural adjustments to ensure the space met all project requirements.
In this second iteration, I began to introduce a preliminary color palette and initial lighting passes. Setting the lighting early in the process is crucial for me, as it allows to define the mood and "read" the environment's depth. This helped us visualize the direction of the atmosphere and ensured the Art Deco theme was translating correctly from concept to 3D space.

Blockout (Version 3)
The final blockout iteration was driven by a second feedback audit, where I solidified the lighting and established the core color scheme within Unity. By moving from a greybox into a basic color pass, I could finally see the environment’s personality emerge.
I intentionally introduced dark, grey-toned walls at this stage to establish high-contrast anchors. Defining wall colors can be challenging early on, so my philosophy is to start small and iterate. By setting these neutral foundations first, I created a "canvas" that allowed me to push the color scheme further and experiment with bolder Art Deco accents without losing the sense of the space.
Texturing Phase (Version 1)
With the blockout approved and everyone aligned on the direction, I moved into the texturing and material polish phase. This is where the environment truly begins to feel like a living space. Like the blockout, this was a three-phase process designed to bridge the gap between simple geometry and a finished, high-fidelity experience.
In the first stage of this phase, I focused on neatly tying the assets together while pushing the color scheme further. I took a more experimental approach with the accents, using bold, vibrant colors to make the environment "pop." My goal was to ensure that every surface didn't just look realistic, but specifically served the New Orleans Art Deco aesthetic we established at the start.

Texturing Phase (Version 2)
The second stage of the texturing phase was dedicated to high-level refinement and the implementation of "micro-details" that make a world feel lived-in and intentional.
I began introducing more complex elements, such as custom carpet symbol guides. This wasn't just an aesthetic choice, it was a functional design move to help guide guests through the space naturally. During this time, I also conducted further lighting experiments, fine-tuning how the light interacted with new material surfaces to ensure the Art Deco accents remained the focal point. This phase is all about pushing those "extra" ideas that transform a static room into an immersive experience.

Texturing Phase (Version 3)
As we reached the final stretch, my focus shifted to targeted refinement. In my workflow, the texturing and polishing phases are deeply symbiotic since you cannot truly finish one without the other. As the textures reach their final state, they often reveal areas that need slight geometric adjustments or lighting tweaks to achieve perfect visual harmony.
This stage is all about addressing the "friction" in the environment by smoothing out transitions, adjusting material properties (like roughness or metallic values) to catch the light just right, and ensuring that every corner of the club meets the high standards we set at the beginning. It is a meticulous process of constant back-and-forth, ensuring that the final output is a seamless blend of art and technical execution.
Polishing Phase
The final stage of development is dedicated to the "invisible" work that separates a hobbyist project from a professional-grade environment. This phase focuses on comprehensive optimization, material refinement, and ensuring a consistent level of quality across every corner of the world.
While the visual art is largely complete, this stage involves:
- Background Optimization: I perform a deep dive into the environment's performance, optimizing draw calls and texture memory to ensure a high frame rate for all players.
- Material Harmonization: I revisit every material to ensure they react correctly to the finalized lighting, creating a seamless visual experience.
- Scripting & Backend Testing: A significant portion of this phase is dedicated to technical implementation. I conduct various backend tests and refine scripts to ensure that interactive elements like the teleport systems or lighting triggers that function flawlessly.
VIP Hallway: Honeypot
To expand the environment efficiently, the VIP hallways were built using repurposed assets. By leveraging mesh and material batching, I was able to add these engaging new spaces with minimal performance impact—extending the world without compromising the frame rate.
VIP Hallway Functionality
I developed a system for the VIP areas to enhance player privacy and immersion. Using a mix of scripting and interactive triggers, the rooms react in real-time to user activity:
Dynamic Signage: Interactive displays switch between "Open" and "Busy" based on room occupancy.
Privacy Logic: Once a room is locked, entry buttons are hidden and a velvet rope appears in the hallway to signal the room is in use.
Anti-Softlock Measures: To ensure the room remains accessible, I’ve implemented logic that automatically unlocks the space if a user crashes or respawns.
VIP Rooms
In line with the project's optimization strategy, the VIP Suites were designed using repurposed assets to maintain a high level of detail without increasing the technical load.
These spaces were crafted to provide a cozy, intimate atmosphere, complete with a functional privacy lock system controllable from the inside.
Dancer Room
The Dancer Room was constructed entirely through strategic asset reuse, utilizing existing meshes and materials to keep the environment lightweight and performance-friendly.
The layout was specifically designed for player flow, featuring three mirrors and three distinct performance zones. This allows dancers to spread out evenly, ensuring the area remains open and uncluttered.
Dancer room functionality
To further improve movement throughout the club, I integrated a direct teleportation hub. This system features a top-down projection map of the entire venue. The interface is highly intuitive:
Interactivity: Dancers can hover over the map to see destination points.
Visual Cues: Teleporting points are represented by illuminated lamps.
Seamless Travel: Simply clicking on a glowing lamp instantly teleports the user to the corresponding area.
By combining visual feedback with functional UI, I’ve ensured that the club is not only beautiful but also effortless to navigate for the dancers.
Project Technical Stats
////////////////////////////////////////////////////////////////////////////////
General Information 
TierThemed Environment
ZonesMain Area, 2 VIP Hallways, 8 VIP Rooms, Dancer Room
Size32MB
Finished40 days
Technical Stats 
Size on GVRAM~300MB
Triangles450K
Material Count32
Batches100-200 average in the main area. Less then 100 in other parts.
SetPass CallsLess then 100
CPU Threads10-11.1 ms at all times
PostProcessingNone
FPS at all times (PCVR Quest2)Capped 90

The Coronet

Please read this first
This is not a typical devblog.
Most devblogs are changelogs. A list of what was made, in the order it was made, with screenshots along the way. They document a process without making an argument.
>>>This one makes an argument.<<<
The argument is this: VRChat worlds do not have to choose between running well and looking like something. The belief that optimization and beauty are in conflict is the single most limiting assumption in how this medium is currently built which is false. The Coronet exists to prove that. Every technical decision, every creative decision, every hour of iteration documented here was made in service of that proof.
If you are a world creator who has accepted the tradeoff, I want this document to make you reconsider that. Because it could be more, because I believe we all can do better together including myself and elevate VRC to a newer level.
Introduction
In late February of 2026, I was commissioned by Disz, owner of Blind Wolf, to build a world for the community's 4th year anniversary.
Being an avid fan of art deco I was excited to build a world inspired by New Yorks 1920-1930's prohibition era. A new safe space for the Blind Wolf community that had built something real over four years and could celebrate, socialize, and feel at home in something worthy of what they'd built together.
That part of the brief I could execute. What the brief didn't ask for and what I decided to add regardless was everything else.
It didn't ask for zero real time lights. It didn't ask for a fully baked pipeline with a single 4K lightmap. It didn't ask for a custom lightweight post processing system which is first of its kind to exist on VRC or any other advanced ways of optimizing the world. It didn't ask for obsessive draw call control and just as much obsessive optimization for everything.
Nobody asked for any of that. I did it because a commission is the minimum. What you decide to do beyond the minimum is where your standards live.
The Coronet started as Disz's request. It became my thesis.
The Philosophy
I want to be direct about what I believe, because the rest of this document only makes sense if you understand why I made the decisions I made.
>>>VRChat is not a game. It is a medium.<<<
A medium where real relationships form, where real identity gets explored, where real community happens. The worlds built inside it are spaces that shape how people feel and who they become while they're inside them. That deserves to be taken seriously and it all starts with optimization. With respect for the hardware people are actually running.
Optimization is not the enemy of beauty. It is a form of respect. A world that runs well and looks good is harder to build than one that does neither. That difficulty is the point. The difficulty is where the craft lives.
The tradeoff between performance and visual quality is real only if you accept it early and stop pushing. If you treat both as non negotiable simultaneously, you find solutions that builders who made peace with the tradeoff never find.
The Coronet was built to that standard. This document is the full account of what that cost and what it produced.
You shape the future of this medium!
VRChat is at a specific moment in its history. Large enough to be culturally significant, early enough that the standards are still being shaped. If you have spent any real time in this space you already know what I mean. You have felt the difference between a world someone cared about and a world someone finished. That feeling is real. It is the difference craft makes.
Communities like Blind Wolf exist because someone built a space worth gathering in and something real grew inside it. VRChat has given thousands of people something genuinely rare which is a place to belong, a place to become. The people who spend bits of their lives inside these spaces deserve environments built with the same seriousness they bring to them.
I am not writing this because The Coronet is a perfect world or to brag about it or to attack anyone else's hard work, matter of fact on contrary. Every limitation and everything I would do differently is documented here honestly. I am writing this because pushing as hard as I could on one project taught me things I could not have learned any other way and keeping that to myself would be a waste.
The wave of people entering this medium as the hardware evolves will inherit whatever standard we set right now. That is not a small responsibility. It is an exciting one. The worlds that exist when that wave arrives will define what this medium is capable of in the eyes of everyone who follows.
>>>We get to decide what those worlds look like.<<<
Take what is useful from these pages. Push further than I did. Build something that makes the next builder raise their own bar. This medium grows when knowledge moves freely and ambition compounds.
The Coronet is my contribution to that standard. Whatever you build next is yours.
>>>Make it count.<<<
Credits
The Coronet was commissioned by Disz for Blind Wolf.
References and directional input from Disz, WonderingWendigo, JaxFox, Xanaecor and the rest of the Blind Wolf upper staff shaped the world it became.
This world was built with care for the Blind Wolf community by Mr. Rubinshtein
Additional references and community support available through the Official Blind Wolf Discord.

Final Result
Below you will see the result of my hard work that i performed, from beautiful visuals up to the most smallest technical breakdown you can ever find.
Video
The Development
Video showcasing every stage of the development and how it came to its conclusion.
Evolution of Club Lucky Lynx
The Statistics
4K Video walkthrough showcasing live the backend statistics of the world through unity stats window. Here you will see information about batches, setpass calls, cpu threads and more.
Zoomed the statistics window for a better overview
Club Lucky Lynx technical specs
Dev Blog Navigation
Below is presented the whole development process with a detailed breakdown of every single process.
The Project
Project was developed in full secrecy under NDA from the community as a surprise for Blind Wolf's 4 year anniversary, limiting the access only to few key owners of Blind Wolf.
THE IDEA
The project began with an initial first-floor layout designed by Disz himself. My objective was to translate that layout into a space inspired by the New York Art Deco movement. The idea was to create a luxurious space for the community of Blind Wolf which would reflect perfectly everything they stand for. So was established the foundation with the sketches below.
Eventually Disz made some more sketch concepts from which I could bounce off of and start building. While the sketches were an amazing foundation to start with, I had pretty much full creative freedom and was free to change things however I found applicable.
Golden selling point of the world needed to be building itself and Disz suggested several options which I could choose and mix together in order to achieve that art deco feeling. I went with Option C as that was perfect for showcasing the Blind Wolf logo and the structure itself was very promising. With taking that into consideration I added my own interpretation of the concept in order to contribute to the feeling of the building being in motion.
Blockout (Iteration 1)
With the initial layout, sketches, and a solid collection of references locked in, it was finally time to dive into the first phase of the blockout stage. Using the provided layout sketches as my blueprint, I began establishing the foundational forms of the world.
Even at this early, rough stage, I started heavily experimenting with the look and feel of specific geometric shapes. Playing around with these initial volumes allowed me to find my footing early on and truly dial in the distinct Art Deco style I was aiming for before committing to the finer details.
A massive source of inspiration for this project came straight from the heart of New York's iconic interior of the Chrysler Building. I was absolutely captivated by its lobby, particularly the way the lighting forms those striking, arrow like shapes. That single detail became the foundational anchor for the entire environment, eventually inspiring the name of the world itself... The Coronet.
Because Art Deco is inherently monumental, getting the scale right was crucial. The physical size and metrics of the architecture had to immediately convey a grand, sweeping feeling the moment you step inside. From the very beginning, I focused on blending sharp, striking geometric shapes with smooth, elegant curves. This creates a beautiful visual contrast throughout the space, giving the world a dynamic and rich sense of depth.
Chrysler Building Lobby
This version of blockout entered its first feedback audit and was presented to some of the owners of Blind Wolf - Disz, WonderingWendigo and JaxFox for evaluation which in the end was very well received.

Blockout (Iteration 2)
After the first feedback audit I desperately needed a breakthrough which would give this place its signature look already, that would define the rest of the development. This version of the blockout already was significantly different as it introduced many bold changes to the original layout and shaped it further intro its own character.
Proper lighting was introduced to the scene which would setup the iconic warm feel of the vintage art deco alongside with big changes of layout such as adding a second floor to it with the personal office, bedroom and more, which would eventually evolve into lounge area for guests. The terrace area with pool got significantly modified alongside with the facade of the building, where I added yet another iconic symbol of 1930's era that are searchlights which majestically illuminate the Blind Wolf logo at the top of the building.
While searchlights were used in wars mainly at that time to spot enemies, later on it didn't prevent them from becoming one of the distinctive visit cards of not only art deco but also became a new language of art. Addition of searchlights was inspired by the iconic 20th Century Fox intro. Slowly I introduced as well more color to the blockout to make things more vibrant in order to break down mundane grey color which can blend things together way too much.
20th Century Fox 1935 Intro featuring searchlights
This version of blockout entered its second feedback audit and was presented to some of the owners of Blind Wolf - Disz, WonderingWendigo and JaxFox for evaluation which in the end was very well received as well.

Blockout (Iteration 3)
After the second feedback audit we got to the final stage of the blockout which was groundbreaking point because it finally settled down on the whole visual style and storytelling of the environment itself. This version drastically pushes the boundaries forward towards that classy probation-era style of art deco. Here a proper coloring was introduced to the whole space and final metrics/sizes were set in stone. Some elements here at this stage already can be seen fully textured such as windows and some posters, which is done for the sake of already experimenting with future color scheme of the world and general understanding what do we want to get in the end.
Perhaps the most defining addition to the world's overall style is the new Pool Terrace. Here, a massive emphasis was placed on the searchlights, turning them into the true centerpiece of the environment. Even while static, their striking composition gives the space an incredibly uplifting energy, but just wait until you see them sweep into motion when the DJ takes the stage.
The entire terrace is designed to make you feel like the "king of the hill." Stepping onto the rooftop's beautiful red carpet, surrounded by a majestic city view and the glow of the Blind Wolf symbol looking down from above, immerses you right in the center of high society. It perfectly captures that feeling of being the star of the most exclusive, vibrant gathering spot in town.
A massive shoutout goes to Wendigo, the artist behind the signature art style of Blind Wolf. They provided some incredible visual artworks that were absolutely instrumental in developing the gorgeous **stained glass windows ** which really sealed the Coronet’s premium aesthetic.
Finally, at its heart, this project is a community world designed to comfortably host over 60 people at a time. To make sure everyone has a place to gather and hang out, we added a massive drinking table down by the pool that can easily seat 24 people. And for those looking for a slightly more relaxed vibe, that custom built card table which was later replaced by a spin bottle drinking game for much more casual time spending away from the main area up on the second floor of the Coronet.
Technical Flex
To bring even more life into the environment, I wanted the posters to wave gently in the breeze. But how do you add that kind of dynamic movement without tanking the framerate? The answer is a clever, lightweight technique called Vertex Animation.
Instead of relying on heavy, performance-draining cloth simulations, this method uses some sneaky math to move the geometry of the mesh in a specific pattern. It perfectly emulates the feel of fabric catching the wind while using a microscopic 0.0006% of the GPU's processing power. What makes this setup even better is the attention to detail. None of the posters wave in the exact same way. Each one references its closest neighbor and naturally offsets its animation, creating a beautifully randomized, organic flow across the entire space.
20th Century Fox 1935 Intro featuring searchlights
Poster Idea Exploration
One of the most exciting ideas I explored in this space was leaning into a dreamy, retro futuristic take on Art Deco. While people often associate the style purely with luxury and status, it was originally a highly visionary movement focused on a scientifically advanced future. To capture that spirit, I incorporated another iconic symbol of the era: double metal propellers.
These propellers are attached to coronet shaped holders that display massive Blind Wolf posters on either side of the terrace. The constant spinning adds life and movement to the area, posing a fun "What if?" scenario what if society advanced into a sci-fi future but kept its Art Deco aesthetics? The best part is how incredibly optimized it is. The entire visual relies on a simple bobbing animation and rotating geometry, which costs practically zero processing power for your GPU.
20th Century Fox 1935 Intro featuring searchlights
However, world-building is all about iteration! After a feedback audit, we realized that having levitating screens and posters introduced a bit too much visual distraction. More importantly, it started to shift the tone away from Blind Wolf’s core identity and its grounded 1920s–30s Art Deco foundation.
To keep the atmosphere cohesive, we made the call to bring things back down to earth a bit. I swapped the floating propellers for elegant, stationary mounts. It turned out to be the perfect compromise, we got to keep the striking visual layout of the posters, but in a way that feels much more authentic to a real-world historical timeline. Even though the flying displays didn't make the final cut, it was a fantastic, fun experiment that ultimately helped us refine the true vibe of the space.
Texturing Phase (Iteration 1)
Following our third feedback audit, it was finally time to dive into one of the most critical phases of the project which would be texturing. Smart texturing has the power to completely elevate a world and save its look if you know how to play to its strengths.
To pull this off, I leaned heavily into the modularity of the environment. If you have ever wondered how your favorite games manage to look incredible while still running smoothly, this is the secret! By building the world out of a flexible, optimized set of decorative modules, I was able to maintain a consistent style while keeping performance rock solid. Preparing this foundational kit gave me exactly the right building blocks to start bringing the final, polished look to life.
It might sound like development magic, but the six modules you see below all share just one single material. What makes them truly powerful is their flexibility, you can stretch, scale, and snap them together in endless combinations to construct completely new, intricate structures.
Building a modular system like this is a fun but demanding challenge. It requires strict math and exact, rounded measurements to ensure every piece clicks together flawlessly, much like lego bricks. While there are some wildly advanced tricks I use to push optimization even further, getting these basics right is crucial. The more precise these foundational building blocks are, the more natural the world’s scale feels. It ultimately gives us the freedom to pack in even richer, high quality details without ever sacrificing performance.
Moving from greybox to a more textured geometry was a massive leap for both visuals and optimization. By leveraging efficient UV unwrapping and custom compression, the entire world runs beautifully on just 10-12 materials as of this phase. I locked the textures at 2K resolution for now, putting our total GPU VRAM footprint at an easy 130MB. Vast majority of the 2K textures would be eventually switched to 1K with special compression settings to ensure optimized GPU memory with barely any loss of quality.
With the groundwork laid, I shifted my focus to the lighting to craft that perfect cozy atmosphere. After five solid days of tweaking, the space really started to come to life, as you can see in the shots below.
The secret to this monumental yet inviting look is a carefully balanced three-color palette. A rich, dark green marble serves as the foundation of the room, while brass and gold accents step in to break it up, adding elegant ornaments and guiding lines. Because the lighting is so warm, it bounces beautifully off the gold highlights. It gives the whole environment a luxurious, welcoming feel that makes it the ultimate spot for community gatherings.
Finally, when shaping the finer details of the environment, I leaned heavily on the 3-5-7 rule. At its core, this is a classic interior design principle that relies on odd-numbered proportions to create visual balance. Odd numbers naturally feel more organic and less rigid than perfectly symmetrical even numbers. If you take a close look around the space, you'll start to notice this pattern hidden in plain sight, whether it's a set of three steps, three decorative lines, or a grouping of five arrows. It's a subtle psychological touch, but it goes a long way in making the world feel harmonious and naturally inviting.
Every inch of this environment is carefully engineered with sightlines and perspective in mind, ensuring that no matter where you stand, you are treated to a beautifully framed view.
For example, in the shot below, you can see the main spawn area all the way from the upper terrace where a future DJ booth will be set up. Notice how crisp and readable the details remain, even from a distance. Designing with this kind of visual clarity in mind is exactly what gives the world its massive, immersive sense of depth and scale.
To make exploring the world feel effortless, I used inviting perspective lines that naturally guide your eye toward key points of interest. It acts as a subtle, intuitive navigation system that draws you exactly where you need to go without ever needing a map.
You might also recognize a major source of inspiration for this space from the iconic Chrysler Building. Its influence is baked right into the architecture, like the striking five-arrow doorway. In the second picture, the elevator doors are actually a direct homage to the Chrysler Building's famous design. As a fun little detail, I even inserted a small Blind Wolf logo into the metalwork, blending it in so nicely that it feels like a natural piece of the original ornamentation.
Stepping up to the second floor of The Coronet, you are immediately welcomed by a beautifully cozy hallway. Large, striking paintings line the walls on either side, while carpets naturally guide your steps toward the main area. This floor is designed as an inviting, private retreat. Following the path which leads you right to a classic card table the perfect spot to gather with friends and hang out in a more intimate space, far away from the loud music and bustling energy of the main lounge below.
Texturing Phase (Iteration 2)
After the fourth feedback audit, many new elements have been introduced in the iteration 2. I introduced more vibrant textures into the environment, brought in decals to add small bits of details on the surfaces, revamped the entire lighting of the world and of course most importantly optimized the world aggressively by reducing batches and setpass calls. I went through and replaced almost all of the rough, temporary placeholder geometry with the final, polished assets. Seeing the true architecture of the world finally stand on its own was a massive milestone.
Firstly to push the aesthetic even further, a major goal for this phase was to introduce a new complementary color that would break up the existing palette. Drawing inspiration once again from the Chrysler Building, I brought in a rich, striking red marble. This new material beautifully bridged the different architectural elements that way giving the entire space a much more vibrant, dynamic look.
If you look closely at the latest shots, you can really notice how beautifully these colors contrast to create a deeply balanced environment. That is exactly why the red marble was introduced. It acts as the perfect complementary anchor, creating points of interest that naturally guide your eye around the room. It prevents the dark green from becoming too overwhelming and elegantly balances out the entire visual composition, giving the space a much more curated and intentional feel.
DECALS
From there, it was all about the finer details. I began layering in decals, which essentially act like highly detailed digital stickers. They allow me to stamp specific touches like intricate geometric patterns or subtle wear and tear directly onto surfaces without taking a hit to performance.
For this environment, I created a custom kit of just seven decal modules to enrich the existing textures. To keep things incredibly optimized, all seven of these decals share just one single material. You might be wondering if seven decals are really enough to detail an entire space, but that is the true magic of modular design! Because I carefully pre-planned how these shapes connect and overlap, they can be combined however I want to create complex new designs. It is a perfect example of why you should never underestimate modularity as it not only makes the workflow cleaner and easier, but it keeps the world running flawlessly.
Water
Water effects are notorious for tanking a world's performance, so finding a lightweight yet beautiful solution was a top priority. This is especially challenging because VRChat relies on the older Built-In Render Pipeline rather than the modern URP, which can make creating optimized water a real developer headache. After a lot of research, I found the perfect balance with a system designed by the incredibly talented creator Starlit Wanderings called >>> Clear Water 2<<< It bypasses those engine limitations beautifully, bringing a natural, calming dynamic to the space without sacrificing our hard-earned frame rates. Under the hood its a simple system of just scrolling UV's where you can control the intensity of the normal map to your liking and the speed.
20th Century Fox 1935 Intro featuring searchlights
BATCHING
Optimization is an entirely separate art form, and its most crucial step is batching. Imagine carrying 100 groceries inside one by one versus putting them all into a single box. That is exactly what batching does by grouping objects that share the same material so the game engine draws them all in one trip, keeping frame rates high.
For The Coronet, this meant violent optimization audits combining meshes and aggressively trimming hidden elements so our intricate Art Deco details run flawlessly.
A perfect example of this is the view from the DJ booth, the heaviest spot to render since you see almost the entire world. While the stats currently show a buttery smooth 90 FPS, that number is a trap! An empty world runs great, but the moment you flood the space with complex avatars, the frame rate will tank without proper optimization.
This is why aggressive batching is vital. Originally, looking at the facade spiked at an insane 1,100 batches. After heavy cleanup, I chopped that down to a solid 450, and I am confident I can potentially squeeze it down to 350 batches. What makes these results truly incredible is my test setup. VRChat is notoriously CPU heavy, yet I am stress testing this world on an older Intel Core i7-6700K which was released in 2015. Hitting a rock-solid 90+ FPS on a decade old processor proves this foundation is incredibly stable and ready to handle a massive crowd.
Texturing Phase (Iteration 3)
With 98% of the rough blockout geometry officially gone, I was able to bring in a wave of new furniture to beautifully lock in that cozy, premium aesthetic. But the real magic happened under the hood. Following a massive amount of lighting tweaks and a aggressive optimization audit. I managed to slash the world's download size from an already small 45MB down to a tiny 30MB. The entire environment is now seamlessly lit using just a single 4K lightmap, and the GPU VRAM footprint has dropped to a highly comfortable 170MB. This was achieved by carefully curating the scene to use only 37 total textures, with the vast majority locked at a 1024x1024 resolution utilizing specialized compression settings.
The performance gains on the processing side are just as dramatic. Whole world is just 390K triangles as of right now, which is nothing for modern hardware to process. Setpass calls have plummeted, maxing out at 45 and sitting at an incredibly low average of 20 to 35. Batches are seeing a similar victory, averaging between 200 and 380 across the map, while the most efficiently designed areas are hitting a staggering 60 to 120 batches. The best part is that this optimization is still ongoing, laying down a rock-solid foundation as we pave the way into the final polishing phase.
Polishing Phase
The final stage of polishing was an absolute revelation. Not only did it completely elevate the overall atmosphere, and brought in optimized systems such as custom shader material for textures, custom optimized poster shuffle system and games into the world but it also led to a technical breakthrough that feels genuinely revolutionary for VRChat. A custom, super-lightweight post-processing solution that is an incredible 100x more optimized than Unity’s default system. More on this further below.
Rewriting post processing is not a novelty in game industry since every game studio does that to adjust and be more flexible to their projects needs and optimization. The concept of rewriting it for VRChat though is a novelty. At least to my memory I haven't personally seen a world that has a tool in VRChat which works similar way or is even remotely as lightweight with its performance.
Lightweight Post processing
A proprietary cinematic post processing pipeline with 18 effects, one GPU pass, zero CPU cost, built from scratch exclusively for Rubin's Worldworks commissions.
One sphere. One pass. Eighteen effects and adding more.
The Coronet Post Processing is a proprietary system built from scratch by Rubin's Worldworks and is the intellectual property of Rubin's Worldworks that ships as standard with every commission free of charge. The tool is planned to be released to the public for free in future once the tool is fully developed and stable to bring the bar of world creation higher then before and empower other world creators to achieve cinematic results at zero cost.
The fundamental insight behind it is architectural. Unity's Post Processing Stack treats each effect as a separate job dispatched from the CPU. This is the source of its performance problem not the effects themselves, but the overhead of repeatedly handing work between the processor and the graphics card. Every pass is a new transaction. Every transaction has a cost.
The Coronet stack eliminates that overhead entirely. All eighteen effects run inside a single fragment shader on a single invisible sphere surrounding the world. The CPU dispatches exactly one draw call for sphere and then steps away. Every effect, from color grading to film grain to the invented atmospheric systems unique to this world, runs as arithmetic on the GPU. The CPU never touches it again.
100x more robust
The Coronet post processing is faster than Unity's equivalent system by a factor of approximately one hundred
Performance difference?
Numbers in isolation are easy to dismiss. To run at ninety frames per second in VR, every single frame must be produced in roughly eleven milliseconds. That is the entire budget geometry, lighting, avatars, physics, post processing everything.
0.034ms4–10ms0ms
Coronet stack with all 18 effects active simultaneouslyUnity PP with five standard effects, basic configurationCPU cost per frame regardless of player count
Unity's system consumes four to ten milliseconds running five effects. The Coronet stack runs eighteen effects in 0.034 milliseconds. That is three hundredths of one millisecond which is a number so small it falls below the measurement noise of most profiling tools.
More importantly the cost never changes. Whether Coronet has one player or eighty, the stack costs 0.034 milliseconds. It does not know how many people are in the world. It does not know what their avatars look like. It runs after the world has finished rendering, processes the completed image in one operation, and hands it back to the screen. The crowd is invisible to it.
Unity PPCoronet PP
GPU TIME PER FRAME4-10ms~0.034ms
CPU TIME PER FRAME~1.3ms+0ms
FULLSCREEN PASSES24-351
SCALES WITH PLAYERSYESNEVER
AFFECTED BY AVATARSYESNEVER
CUSTOM EFFECTSNONE6 INVENTED
The result
This single, lightweight tool completely transforms the environment, breathing life into the world and turning it into a living entity. The moment it activates, the shadows become incredibly rich, pulling out a profound sense of depth that makes the entire space feel truly magical.
With the post-processing in place, the dramatic lighting and contrasting colors finally pop exactly as intended. To top it all off, I implemented a microscopic fraction of lens distortion in amount of just 0.01. This tiny, almost imperceptible bend in the image wraps the visuals slightly around your view, creating an unbelievably immersive feeling of true physical presence inside the world. And all of this still runs perfectly smooth without a single frame drop.
Optimized post processing > ON
In the video below, you can see the massive difference this lightweight tool makes across its 18 distinct effects. While some of these adjustments are striking and obvious, others are subtle, barely noticeable tweaks. Yet, when combined, they all work in perfect harmony to create the exact visual masterpiece that The Coronet was truly meant to be.
Custom Post Processing showcase
Performance in Action
In the side-by-side comparison video below, you can see the true impact of this lightweight tool in action. It perfectly demonstrates that rendering all of these effects costs exactly 1 batch and 1 setpass call. For a post-processing system pushing this level of visual quality, that efficiency is absolutely phenomenal.
Custom Post Processing showcase
If you watch the FPS counter in the corner, it doesn't even flinch. This is solid, visual proof that the method truly works, showing that you don't have to sacrifice your frame rate to achieve a breathtaking, cinematic environment.
Custom material shader
Building a Shader That Only Does What It Needs To
When you build a world in VRChat, Unity hands you a default shader called Standard. It handles everything from realtime lights, dynamic shadows, fog, mobile devices, consoles, every platform that Unity has ever supported. It is, by design, a universal tool. And like every universal tool, it carries a lot of weight you never asked for, especially for my pipeline.
The Coronet uses fully baked lighting. Every shadow, every bounce of warm amber, every gradient across a marble floor and all of it was calculated once by Bakery and frozen into a single 4K lightmap before the world shipped. At runtime, none of that needs recomputing. The scene is static. The lights don't move. Standard doesn't know that. It still shows up every frame with its realtime light attenuation code, its shadow sampling routines, its dynamic GI paths, its fog calculations while executing hundreds of instructions per pixel for scenarios that simply do not exist in this world.
CoronetBakedLit is the answer to that problem. It is not a general shader. It was written for one pipeline>>> fully baked, zero realtime lights, zero shadow casters, PC-first, Bakery lightmap. Within those constraints it implements physically correct PBR using the same mathematical model as Standard with the same Fresnel response, the same GGX reflection model, the same metallic workflow. What it does not implement is anything outside those constraints.
Shader VariantsALU OPS/PIXELRuntime Pass
4-6 vs 300-600 in Standard~35 vs 150 in Standard1 vs 3-5 in Standard
Why Variants Matter
Every shader in Unity compiles into multiple variants of different versions of itself for different keyword combinations. Standard compiles between 300 and 600 of these. Every one gets cached in GPU memory when you load a world. CoronetBakedLit compiles 4 to 6 only. One for lightmap on, one for lightmap off, one each for the emission and double-sided toggles. The skip_variants pragma strips fog, shadows, global illumination, spherical harmonics, and vertex light keywords before the compiler ever touches them. The result is a shader cache that sits under 0.3MB versus Standard's 15–30MB.
Why passes matter
Unity Standard has a ShadowCaster pass which is a second GPU render pass that runs for every material to compute shadow depths. It fires whether or not your scene has any shadow casters. The Coronet has no shadow casters. That pass was running every frame contributing SetPass calls which would cause GPU state switches that stall the pipeline, a feature producing no output. CoronetBakedLit has no ShadowCaster pass. It has no ForwardAdd pass. One pass runs at runtime which is ForwardBase. That's it.
Why ALU ops matter
Standard's fragment shader computes realtime light attenuation on every pixel even when no realtime lights exist. It runs exp2() which is an expensive transcendental GPU function located inside its environment BRDF. CoronetBakedLit replaces that transcendental with a cubic polynomial fit accurate to within 2.5%, imperceptible in baked IBL, that the GPU executes as pure multiply-adds in parallel. The total fragment instruction count drops from roughly 150 operations per pixel to roughly 35. Two texture samples, EnvBRDF polynomial, diffuse combine. That's the entire fragment shader.
CoronetBakedLit is specific to The Coronet's pipeline with fully baked, zero realtime lights, PC-first. It is not a general-purpose shader and was never intended to be. The right shader is the one that fits the problem. This one fits this problem exactly.
Poster Shuffle Sytem
Community poster boards are everywhere in VRChat worlds. Most implementations use swapped materials, animator controllers, or synced Udon variables. All of them pay costs they don't need to. Here's how The Coronet's poster system works and why it costs almost nothing at runtime.
What should not be done
One of the usual approaches to displaying shuffled posters is to have one mesh per poster slot, one material per poster, and Udon swapping out textures or toggling renderer enabled states. That produces multiple draw calls per frame, material property thrashing, and often network sync overhead if the designer wants all players to see the same posters.
The animated version is even worse which is an Animator Controller ticking every frame, or an Udon Update() loop driving lerps. Both run continuously regardless of whether anything is actually changing.
MetricTypical WorldThe Coronet
Draw calls (posters)3–6 per frame1 per frame
SetPass calls3–6 per frame1 per frame
Network messagesEvery shuffleZero, ever
Udon CPU (idle)Update() every frameZero — event-driven only
Udon CPU (animating)Update() every frame20 SetFloat calls over 1s
Texture VRAM6× separate allocations1 Texture2DArray object
How does it work?
The key insight is that the three quads are never separate objects at runtime. They're one mesh with vertex data that tells the shader how to behave per face. The GPU never issues a second draw call so it reads the baked slot ID and picks the right poster slice in a single pass.
Mesh layerShader layerUdon layer
Three poster quads baked into a single combined mesh. Slot ID (0, 1, 2) stamped into TEXCOORD2 per vertex at build time. One renderer, one material, one draw call.Reads slot ID from TEXCOORD2, samples the correct array slice, applies vertical scroll using a progress float driven from outside. No per-frame logic just pure lookup and UV math.Sleeps between shuffles. On tick it runs Fisher-Yates on 6 indices, writes 7 floats to the material, drives a 1-second animation loop at 60fps, goes back to sleep.
Why it was done like this?
For a 60–80 person instance, network sync is the most expensive thing you can do. Sending a synced variable to 80 clients means 80 network messages, 80 deserialization operations, and ownership logic that needs a master client.
The Coronet's poster system sends zero network messages. Every client independently computes the same shuffle result using a seed derived from the server clock divided into fixed intervals. At the same moment in server time, every client in the instance is running the same Fisher-Yates with the same seed while at the same time including late joiners, who snap into the current interval immediately.
Custom Post Processing showcase
You can pretty much see that the system works so robust that not CPU or GPU even flinch when scrolling through the posters. Its as lightweight as it can get.
How much is the win?
>>>A lot<<<
1 draw call for all 3 poster slots combined~2MBVRAM for all 6 posters, DXT1 compressed0 network messages, ever, for any player count
0 Udon operations per frame while idle20 SetFloat calls total during a 1s transition6 integer swaps to reshuffle all 6 posters
Project Technical Stats
////////////////////////////////////////////////////////////////////////////////
General Information 
TierThemed Environment
ZonesLobby, Lounge, Terrace, Coronet
Size30MB
Finished60 days
Technical Stats 
Size on GVRAM180MB
Triangles400K
Material Count38
Batches100-250 on average. Heaviest point 350
SetPass Calls45
CPU Threads10-11.1 ms at all times
PostProcessingCustom Proprietary
FPS at all times (PCVR Quest2)Capped 90

Jungle Awards

“NSFW CONTENT — 18+ ONLY”
“Contains artistic nudity and suggestive text.”

Commission for wolf0Turntable showcase of a set of 12 silly awards for The Jungle furry lapdancing club. Designed in just 3-5 days.



Showcase




Cthulhu Cathedral

One of the biggest projects i worked on so far. Everything is made and designed by me except VFX and sounds.
Personal project not for sale made with Unity 6



Creation Showcase

This is the same approach i am using while creating VRC Worlds.

Video

My skills in asset creation and optimization.



Final Render

Wireframe


Final Render

Wireframe



Final Render

Wireframe


World Creation Pricelist

Why hire a professional world builder

Event-grade stabilityAdvanced batching and VRAM engineering for 40+ concurrent users without lag or crashes
Zero real-time costBakery baked lighting for cinematic quality with no impact on frame rate
Industry pipeline7-year professional background and full worlds delivered in 30–45 days
Built to lastClean hierarchy, documented structure, easy to maintain or expand after delivery

Advisory service

Technical consultation

Not sure what's wrong with your world or what your next build actually needs? Get direct expert answers in one focused session, plus a written action report you can use immediately.

Covers: Performance diagnosis, optimization strategy, scripting architecture, asset pipeline review, general project health check for whatever you need most
Deliverable: One-hour Discord session followed by a written report with findings, prioritized recommendations, and a clear action list
Best for: Builders stuck on a specific problem, world owners debugging performance before a big event, or anyone wanting an expert second opinion before a full commission
Commission credit: Book a full world build within 30 days and this fee is deducted from the total
Price
1 hr session + written reportFlat Rate $75

Performance service

Optimization

Your world exists but it just doesn't run the way it should. I diagnose every bottleneck from the inside, fix it, and deliver a full written audit of every change made and the reasoning behind it.

Full audit scope: Batch count, SetPass calls, VRAM usage, draw call reduction via mesh optimization and material batching, lightmap quality, hierarchy cleanup, collider efficiency
Deliverable: Optimized world at peak FPS plus a written audit report you can reference for all future development decisions
Access required: Full Unity project source files — this cannot be done from a published world alone
Not included: Visual redesigns or new asset creation (available as add-ons below)
Average CompletionPrice
3-5 days$500

Single-room build

Private showcase world

One room, built to the highest standard. Perfect for private residences, photography studios, branded community spaces, and anyone who wants something intimate but genuinely exceptional.

Scope: High-detail single-room environment. Luxury apartment, sci-fi lab, boutique studio, private residence, content creator backdrop, or themed hangout space
Includes: Custom Bakery lighting bake, unique PBR materials built from scratch, cinematic atmosphere, basic interactives such as toggles, mirrors, ambient audio zones
Optimized for: Up to 20 concurrent users on mid-range hardware
Not included: Multi-zone layout or advanced scripting systems (see Event-Ready Environment)
Average CompletionStarting from
14-21 days$750

World add-ons

Event-ready environment

A multi-zone world engineered to perform under real event conditions. Holds 40+ people, runs at 90 FPS, and still looks like somewhere worth spending the night.

Scope: 2–4 connected zones with professional level design built event-ready from the ground up
Scripting included: Video players, toggle systems, teleporters, mirrors, lighting triggers, spawn management
Atmosphere: Particle FX, ambient audio zones, optimized prop placement, full Bakery lighting bake across all zones
Advanced scripting: VIP room locks, custom game logic, privacy mechanics, complex Udon systems are available as add-on
Built for: Communities, clubs, event venues, anniversary worlds, and any space that needs to hold up under real pressure
Average CompletionStarting from
30-45 days$2500

Ongoing support

Community retainer

Your world shipped and now you need someone in your corner for everything that comes after. A dedicated monthly partnership for communities who treat their VRChat presence seriously.

Maintenance $150/monthly
Bug fixes, small prop swaps, lighting tweaks, 2 hrs dedicated support per month
Active support $300/monthly
Everything in Maintenance plus new scripting additions, zone updates, event prep, priority response
Full partnership $550/monthly
Ongoing world development, new zones, full scripting support, monthly performance review, first-in-queue priority

Minimum commitment: 3 months retainer relationships work best with continuity on both sides

Reference images required for all world builds. No references provided = $100 research & moodboarding fee. A 50% deposit is required before work begins on any commission.

World add-ons

Extend any world commission with the following services. Scoped items are quoted and agreed in writing before work begins.

Advanced UdonSharp scripting
VIP locks, password zones, game mechanics, leaderboards, custom UI panels, proximity triggers, complex player interaction systems basically anything beyond basic toggles.QUOTED PER SCOPE
Additional zones
Extra connected zones beyond the base scope of the Event-Ready Environment — each built and optimized to the same standard as the rest of the world.QUOTED PER SCOPE
Lightmap rebake
World geometry is fine but lightmaps are broken, muddy, or unlit. I rebake the entire scene in Bakery with correct settings and UV setups — no full audit requiredFROM $150
World thumbnail render
A custom promotional render for your VRChat world page, composed and exported specifically for the VRChat thumbnail format. First impressions drive discoveryFROM $80
Post-launch revisions
Layout changes, new props, lighting adjustments, or scripting additions after the commission has been delivered and signed offQUOTED PER SCOPE
Rush delivery
Your commission is prioritized above the active queue. Subject to current availability+50% surcharge
Additional revision rounds
Extra feedback and change rounds beyond what's included in the base tier+$50 per round
Quest optimization
Mobile-ready builds for standalone Quest users — actively in development as a future standard serviceCOMING SOON

How to commission

01Reach outDM on Discord with your idea, which tier interests you, and any early references you have
02Scope & quoteWe align on exactly what's being built, any add-ons, timeline, and final price which will be all agreed in writing before anything starts
03PaymentPayment is done in installments only when you see ongoing results. I don't feel comfortable taking your money without showing work
04Build & deliverRegular progress updates throughout. Final delivery happens only after you pay for my work and then I send you all files


Navigation

Custom 3D Asset Creation Pricelist

Why commission custom environment assets

VRChat-first geometryModeled with draw call budgets in mind from the first vertex and not retrofitted after
Production-readyClean Unity prefab, properly named and organized, drag-and-drop into any project
Uniquely yoursNo one else in VRChat owns what you commission and your space gets a signature identity
Visually consistentEvery asset is designed to match your world's style and is not imported from a generic store

Standalone service

Custom material design

You have the mesh and you just need it to look right. A complete, production-quality PBR texture set built specifically for your asset and matched to your world's visual style.

Deliverable: Full PBR set with albedo, normal, roughness/metallic, and emissive maps where applicable and Unity-ready
Workflow: Substance Painter proper bake setup, material masking, hand-authored detail
Good for: Builders who model their own assets but struggle with materials, or anyone retexturing store-bought assets for a custom aesthetic
Requirement: Clean UV-unwrapped mesh. UV unwrapping available as an add-on if your mesh isn't ready
Average CompletionStarting from
1-2 days$100

Entry tier

Scene prop

A single static object which is modeled, textured, and optimized. If it sits in a scene and doesn't need to deform or animate, this is the tier.

Examples: Food items, simple furniture, decorative objects, signage, display cases, bottles, barrels, custom shelving, wall fixtures
Includes: Full PBR texture set, Unity prefab with proper LOD and optimized collider
Complexity ceiling: Single-mesh or simple multi-part static objects with no rigging or dynamic elements
Average CompletionStarting from
1-2 days$150

Mid tier

Hero prop

Complex centerpieces where the craftsmanship is visible from across the room. The asset that defines the space around it.

Examples: Intricate seating arrangements, ornate bars and counters, large sculptural centerpieces, interactive items, elaborate architectural elements, statement furniture
Includes: Full PBR texture set, Unity prefab, optimized LODs, proper collider hierarchy, basic interactivity such as pickup or toggle states if needed
Complexity ceiling: Multi-part objects with substantial detail and no character rigging
Average CompletionStarting from
3-5 days$450

Top tier

Signature prop collection

A cohesive family of props designed as a system for unified style, shared materials, consistent detail level throughout. Your world gets a look no one else has.

Examples: Themed clutter sets (bar top, library corner, lab bench), modular architecture kits (panels, trim, columns), furniture suites, seasonal decoration packs
Pack size: 5–8 unique assets built as a unified set and are shared atlased textures where possible to actively minimize draw calls
Includes: All PBR texture sets, all Unity prefabs organized and labeled, LODs, colliders, and a short implementation guide for clean placement
Average CompletionStarting from
1-2 weeks$1200

Reference images required for all world builds. No references provided = $100 research & moodboarding fee. A 50% deposit is required before work begins on any commission.

Environment asset add-ons

Extend any environment asset commission with the following options.

Additional color variants
Extra texture colorways — same geometry, fresh full PBR set per variant. Efficient when ordered alongside the base commission+$40 per variant
UV unwrapping
Clean UV layout for your existing mesh before a texture commission. Required if your current UVs are unsuitable for PBR baking+$50 per asset
Basic interactivity
On/off toggle, pickup behaviour, or simple animator-driven state change added to any delivered prop+$75 per prop
Rush delivery
Your commission is prioritized above the active queue. Subject to availability+50% surcharge
Additional revision rounds
Extra feedback rounds beyond what's included in the base tier+$50 per round

How to commission

01Reach outDM on Discord with your idea, which tier interests you, and any early references you have
02Scope & quoteWe align on exactly what's being built, any add-ons, timeline, and final price which will be all agreed in writing before anything starts
03PaymentPayment is done in installments only when you see ongoing results. I don't feel comfortable taking your money without showing work
04Build & deliverRegular progress updates throughout. Final delivery happens only after you pay for my work and then I send you all files

Avatar assets Pricelist

Why commission avatar assets

VRChat-ready deliveryClean Unity package, ready to upload — no extra setup, no SDK errors to fight
SFW & NSFWBoth accepted across all tiers with complete discretion and zero judgment

Entry tier

Wearable accessory

Single-piece wearables and small attachments. Rigid or minimally fitted, if it doesn't need to deform with the body, it lives here.

Examples: Jewelry (rings, earrings, necklaces, bracelets), footwear, hats, bags and pouches, simple undergarments, tails, horns, decorative body attachments
Includes: Full PBR textures, Unity prefab with correct bone attachment, VRChat ready package
Complexity ceiling: Single-piece or minimal part items without any body deformation or multi-layer outfits
Average CompletionStarting from
2-5 days$150

Navigation

Terms of Service


A Note Before You Read
These terms exist to protect both of us. My goal as a creator is to build you something genuinely excellent and these terms ensure I can do that without compromise, on every project, for every client. Most of what's written here will never come up in a normal, healthy working relationship. But when something goes wrong, and in any creative industry it sometimes does, these terms make sure we both know exactly where we stand.
I also want to address something that's become a real problem in the VRChat community that some artists are taking money upfront and disappearing. I don't work that way. You will never be asked to pay me a single penny before you've seen real progress. I begin every project by building out a blockout. A tangible first look at the space made entirely at my own expense and risk. Only once you've seen it, reviewed it, and decided you're happy to move forward will I ask for any payment. That payment is then your confirmation that we're aligned, that you trust the work, and that you're committing to the project together with me.
I believe the VRChats creative space deserves better standards. This is my commitment to that.
Please read through this before committing to a commission. If you have any questions about anything here, just ask. I'm always happy to clarify.
Your Rights as My Client
Before we get into the legal detail, here is what you are entitled to expect from me — unconditionally, on every project.
You will never pay before you've seen real work. I build the Blockout (Iteration 1) first, at my own risk. Your first payment comes after you've reviewed it and decided to move forward.
You will always know what you're paying for. No hidden fees, no surprise invoices. If something is going to cost extra, I will tell you before I start — not after.
You will hear from me. I commit to responding to all project-related messages within 2 business days during active production. You will never be left wondering if I've gone quiet.
You will get honest estimates. If a timeline is at risk, I'll tell you early — not at the deadline. If a scope change will cost more than you expect, I'll say so upfront.
You will receive a performance report with your world. Every delivery includes documented benchmarks — frame time, VRAM, draw calls, and SetPass calls — so you know exactly what you received and why it performs the way it does.
You will be treated with respect. I take every project seriously regardless of budget or community size. You will always get my full professional effort.
You can ask questions about anything in this document. If something here is unclear or feels unfair, talk to me. I'd rather have that conversation upfront than have confusion later.
This is my standard. Every client, every time.
Section 1 — What You're Getting
1.1 Performance Standard
Every world I deliver is built for stability, visual quality, and high framerates even in busy, high occupancy instances. My workflow centers on draw call reduction, texture atlasing, professional lightmap baking, and GPU frame time efficiency.
This performance guarantee applies to the world as delivered. I am not responsible for frame rate drops or instability caused by unoptimized assets, scripts, avatars, or any other changes made to the world after it leaves my hands.
1.2 Technical Quality
All geometry, materials, and textures are built to industry standard budgets of the highest visual quality achievable within a performance responsible footprint. No shortcuts that create long-term technical debt.
1.3 Platform Dependency
Worlds are built and tested against the VRChat SDK3 version current at the time of delivery, on a compatible version of Unity. I am not responsible for broken functionality, visual issues, or failed uploads caused by VRChat SDK updates, Unity version changes, or platform policy changes that occur after delivery.
If a platform update breaks something post delivery and you need it fixed, that work is available at my standard support rate (see Section 4).
1.4 Deliverables
You receive exactly what is outlined in the approved project brief — no more, no less. Standard deliverables are:
Assets: Optimized FBX files with clean UVs and full PBR texture sets.
Worlds: A clean, organized Unity project fully configured for VRChat SDK3, with professional light baking and occlusion culling.
Anything not listed in the approved brief is out of scope. Adding new deliverables mid project is possible but will be quoted and agreed upon in writing first.
Source files (.spp, .blend, .psd, etc.) are not included by default. They are available for a +40% add-on fee, which must be agreed upon in writing before work begins. Source files will not be provided retroactively after project completion.
Section 2 — Pricing & Payment
2.1 Quote Validity
All quotes are based on your approved design brief and are valid for 30 days from the date issued. Quotes are void if the project scope changes materially after acceptance.
2.2 How Payment Works — A Trust-First Approach
I do not ask for any payment before you have seen real results. Here is exactly how it works:
>>>Step 1 — I build the blockout at my own risk.
After we agree on the brief, I invest my own time in research, reference gathering, and building a full spatial Blockout (Iteration 1) of your world. You pay nothing at this stage. This is my commitment to you and proof that I am serious, capable, and not going anywhere.
>>>Step 2 — You review the blockout.
Once the Blockout (Iteration 1) is ready, I upload it and we review it together. Take your time. Ask questions. Request adjustments if needed. Only when you are genuinely happy with the direction do we move forward.
>>>Step 3 — First installment confirms the agreement.
When you are satisfied with the Blockout (Iteration 1) and ready to proceed, you pay the first installment that we agree upon. This payment is your confirmation that you've seen the work, you trust the direction, and you are committing to the project. It also serves as your formal acceptance of these Terms of Service and by paying, you confirm you have read and agreed to everything in this document.
This first installment is non-refundable from the point of payment. It covers the professional time already invested in the blockout, research, and setup of work that has already been completed and delivered to you before you paid a penny.
>>>Step 4 — Final installment on delivery.
The installments are going to be paid throughout the development of the project in a manner that we both agree to. Project files and deliverables are transferred only after last payment from the agreed sum has ben initiated. I reserve the right to withhold all files until this is confirmed.
2.3 Pre-Payment Abandonment
Because I begin work before any payment is made, I take on real risk during the blockout phase. If you become unresponsive, disengage without notice, or decline to proceed without reasonable cause after the Blockout (Iteration 1) has been delivered, I reserve the right to decline future commissions from you. The blockout work and all associated materials remain my property in full.
2.4 Late Payment
If the final balance is not received within 14 days of the final preview being delivered, I reserve the right to either suspend the project until payment is made, or cancel the commission entirely by retaining the deposit and all completed work. No files will be released in either scenario until the balance is cleared.
2.5 Payment Method & Currency
All payments are in USD via PayPal. I am not responsible for fees or losses caused by your payment processor or currency conversion.
2.6 Hourly Rate
Work outside the original project scope, including technical support, post-delivery fixes, and major changes are billed at $55 USD/hour, rounded to the nearest 30 minutes. I will always confirm the scope and get your written approval before starting any hourly work.
Section 3 — How We Work Together
3.1 The Production Pipeline
Every project moves through three phases:
Blockout / Layout — Space planning, geometry proxy, initial asset placement. (After Blockout (Iteration 1 you have to pay the first installment))
Texturing / Lighting — Materials, UVs, light baking, atmosphere and mood.
Final Polish / Optimization — Performance pass, draw call reduction, final QA.
The flow is simple: I show you real work first. You pay when you're happy. We proceed together from there.
Your written approval is required at the end of Phase 1 before Phase 2 begins, and at the end of Phase 2 before Phase 3 begins. Written approval only. Verbal sign-offs are not binding and will not be acted upon.
3.2 Your Point of Contact
To keep the process clean and prevent conflicting instructions, all communication, approvals, and revision requests must come from a single designated contact on your side, established at the start of the project.
I will not act on feedback, instructions, or requests from other members of your community or organization regardless of their role. Community polls, group votes, or collective feedback do not constitute an official revision request and will not be treated as one.
3.3 Revisions
Two (2) minor revision rounds are included at no extra charge during the WIP stage.
Minor revisions: Color adjustments, small prop repositioning, minor texture tweaks, lighting fine-tuning.
Major revisions: Layout changes, new geometry after blockout approval, significant retexturing, feature additions. These are billed at the hourly rate.
All revision requests must be submitted as a single consolidated list per round. Sending changes one at a time after a pass has been completed counts as a new revision round. Please take the time to gather all your feedback before submitting.
3.4 Timeline
An estimated delivery window is included with every quote. The formal production clock starts on the day your first installment is received on, after Blockout (Iteration 1) approval. The Blockout (Iteration 1) itself is completed on a best-effort basis before that point. I make every effort to meet the delivery estimate, but it is not a hard contractual guarantee since timelines can shift due to scope changes, your response times, or circumstances outside my control.
I am not responsible for delays caused by your unavailability, late approvals, or slow turnaround on required materials.
3.5 If You Go Quiet
If I don't hear from you for 21 consecutive days without prior notice after the first installment has been paid, I will consider the commission abandoned. At that point:
>>>All completed work becomes my property.
>>>Your deposit is retained in full.
>>>No deliverables will be owed.
>>>If you come back after that window, restarting the project will require a new deposit and a new timeline.
3.6 If You Cancel
If you need to cancel after the first installment has been paid and the work has begun:
>>>Your first installment is non-refundable in all cases.
>>>An additional kill fee of 25% of the total project value is owed to cover work completed beyond the blockout phase.
>>>No partial files, WIP assets, or project materials will be handed over upon cancellation.
3.7 If I Cancel
I reserve the right to cancel a commission at any time in response to misconduct, abusive communication, misrepresentation of scope, or a violation of these Terms. In that case, I retain the first installment for completed work and may issue a partial refund at my discretion based on how much was finished.
Section 4 — Post-Delivery Support & Maintenance
4.1 Ongoing Support
I stand behind my work after delivery. Commissioning a world from me means you have access to my ongoing support — you're not left to figure things out alone once the files land in your inbox.
4.2 What's Free
Small, straightforward edits after delivery are included at no charge. This covers things like:
>>>Swapping a texture or material color.
>>>Adjusting a light value or baked probe.
>>>Minor prop repositioning that doesn't require re-baking.
>>>Fixing a minor bug that was present in the original delivery.
Free support edits are handled on a reasonable goodwill basis. I determine whether an edit qualifies as minor — if I think it's going to take meaningful time, I'll tell you upfront before proceeding.
4.3 What's Billed
Edits that require significant time, re-baking, new assets, new scripting, or scope expansion are billed at the standard $55 USD/hour rate. Before I start any paid support work, I will give you an honest time estimate and you'll confirm in writing that you want to proceed. No surprise invoices.
Examples of billed work:
>>>Adding new rooms, geometry, or features.
>>>Full lightmap re-bakes triggered by layout changes.
>>>Integrating new third-party assets or Udon systems.
>>>SDK migration or Unity version upgrades.
>>>Fixing issues introduced by changes made by you or a third party after delivery.
4.4 Support Availability
Support is provided on a best-effort basis around my active production schedule. I do not offer guaranteed response times or SLA windows. Urgent requests during busy production periods may be queued.
4.5 Scope of Support
Post-delivery support covers the world as originally delivered. Support does not extend to modifications made by the Client or any third party after delivery. If changes have been made to the project files by someone else, I reserve the right to quote a diagnosis fee before agreeing to any further work.
Section 5 — Your Rights to the Work
Here's what you own, what you can do with it, and where the lines are. I've been thorough here because this is a digital platform with a lot of grey areas — clarity benefits both of us.
5.1 Your License
Once the project is fully paid for, you receive a limited, non-exclusive, non-transferable license to use the delivered world and assets within VRChat and for non-commercial promotional purposes — streams, videos, screenshots, community promotion. That's the scope of your rights unless we agree otherwise in writing.
Commercial use of any deliverable requires my explicit written approval before that use begins.
5.2 What Counts as Commercial Use in VRChat
To be specific, commercial use includes — but is not limited to:
>>>Charging admission to events held in your world (ticket sales, paid entry).
>>>Using the world as a venue for sponsored events or brand activations.
>>>Monetizing streams or videos where the world is a primary featured asset.
>>>Licensing or sublicensing the world to other communities or parties.
>>>Using the world or any of its assets in a product you sell or profit from.
If you're unsure whether something counts, just ask me. I'd rather have that conversation upfront than after the fact.
5.3 No Resale or Sublicensing
You may not sell, sublicense, transfer, or otherwise monetize the delivered world or assets as a standalone product — including selling it to another community as a commissioned world, flipping it as a pre-built, or bundling it into a paid package. The license you receive is for your own use only.
5.4 My Proprietary Tools & Code
Custom scripts, shaders, editor tools, and technical systems I build and embed in your project ("Background IP") remain my intellectual property. You receive a license to use them only within the delivered world and its associated VRChat upload. You may not:
>>>Extract, copy, or isolate any custom tools from the project files.
>>>Reverse-engineer, decompile, or repurpose any custom code or shaders.
>>>Use Background IP in any other world, avatar, project, or commission.
>>>Share the project files in a way that enables a third party to do any of the above.
>>>These restrictions apply to the Unity project in its entirety and survive delivery permanently.
5.5 Third-Party Access
If you share the project files with another developer, collaborator, or contractor, you are fully responsible for ensuring they are aware of and bound by the same restrictions in Section 5.4. Any unauthorized use of my proprietary tools by a third party you've given access to is your liability, not theirs.
5.6 No Derivative Works
You may not create, commission, or permit derivative works based on my deliverables — including remixed, reskinned, extended, or substantially rebuilt versions — without my explicit written permission and a separate written agreement. This applies whether the derivative work is for your own use or produced by another developer on your behalf.
5.7 World Cloning & Substantially Similar Works
Commissioning a reconstruction of my work is prohibited, whether done by you, a third party you hire, or anyone acting on your behalf. This includes reference-based rebuilds, visual imitations, or any world that is substantially similar in layout, aesthetic, or design to a deliverable I've produced for you. "Substantially similar" will be evaluated on the merits of each case.
5.8 Asset Extraction & World Ripping
Extracting assets from an uploaded VRChat world — through tools such as AssetRipper, UABE, or any equivalent software — is a breach of these Terms and an infringement of my intellectual property rights. You agree not to conduct, permit, facilitate, or commission such extraction by yourself or any third party. If extraction is enabled by your actions — including sharing project files or allowing unauthorized access to your instances — you accept full liability.
5.9 Avatar & Cross-Project Asset Use
Custom environmental props, architectural elements, and assets created for your world may not be extracted, adapted, or repurposed for use on avatars, in other worlds, or in any other project — whether by you or a third party with access to your files.
5.10 World Re-upload & Platform Transfer
The delivered world may only be uploaded to the specific VRChat Group or account agreed upon at the start of the commission. Re-uploading to a different Group, world listing, account, or platform requires my written consent. Each unauthorized re-upload is a separate violation of these Terms.
5.11 Prohibition on AI & Machine Learning Use
The delivered world, all associated assets, project files, textures, screenshots, WIP previews, and any material derived from or substantially based on my work may not be used in whole or in part to train, fine-tune, benchmark, or contribute to any artificial intelligence system, machine learning model, generative model, or dataset of any kind, whether commercial or non-commercial, public or private.
This prohibition applies to you directly, to any third party you share files with, and to any automated system you operate or authorize. It survives delivery of the project files permanently.
5.12 Community Ownership Changes
The usage rights granted here belong to the named Client entity as it exists at the time of delivery. If your community or organization undergoes a change of ownership, leadership transfer, merger, or dissolution, the new controlling party does not automatically inherit these rights. They must contact me and enter into a new written agreement before continuing to use, host, or distribute the world. Using the world without that agreement constitutes a breach of these Terms.
5.13 Lapsed & Dissolved Communities
If the commissioning community becomes inactive, disbands, or ceases to exist as an active VRChat presence, the usage license lapses. Former members may not continue to host, maintain, or re-upload the world individually or collectively under any informal arrangement.
5.14 World Privacy & Instance Access
After delivery, you are in full control of your world's visibility settings (Public, Friends+, Friends, Private). That choice is yours to make — but so is the responsibility for the exposure it creates. I strongly recommend keeping custom worlds restricted until you are confident in your community's access controls. I am not liable for asset exposure, ripping, or cloning that results from your world being set to public or from inadequate instance access management.
5.15 Instance & Group Access Control
You are responsible for maintaining reasonable access controls over your VRChat Group and world instances. Permitting unknown or untrusted users into instances specifically to document, capture, or reproduce my work — intentionally or negligently — is your liability.
Section 6 — Credit & Attribution
6.1 Credit Requirement
You agree to maintain clear creator credit to Mr. Rubinshtein / Rubin's Worldworks in the VRChat world description for the full duration the world is publicly accessible. Credit must:
Use the exact name: Mr. Rubinshtein / Rubin's Worldworks
>>>Be clearly legible and not buried, obscured, or formatted to minimize visibility.
>>>Remain in place for as long as the world is hosted publicly.
>>>Removing, hiding, or misattributing credit without my written consent is a breach of these Terms.
6.2 World Listing Integrity
The world's name, description, thumbnail, and tags must accurately represent the delivered product and must not be altered in a way that misrepresents the world's authorship, origin, or content. You may update these for legitimate operational reasons, but changes that remove or distort the association with my work are not permitted.
6.3 My Right to Remove Credit
If the world is significantly modified after delivery in a way that degrades the visual quality, breaks the aesthetic, or no longer accurately represents my work, I reserve the right to request that credit to Rubin's Worldworks be removed from the listing until the world is restored or the association is corrected. This protects both my reputation and the integrity of my portfolio.
6.4 Portfolio & Public Reference
I retain the right to use the completed world in my professional portfolio, on social media, and in promotional materials, including demonstrations of technical and visual systems built for your project. I will not disclose confidential community-specific details without your permission.
6.5 Testimonials
Unless you request confidentiality in writing before the project begins, I may use positive feedback or testimonials from our working relationship in my marketing materials, without needing separate permission each time.
Section 7 — WIP Previews & Confidentiality
7.1 WIP Preview Usage
Work-in-progress previews and watermarked final previews are shared with you for internal review and approval purposes only. You may not:
>>>Share WIP previews publicly on social media, Discord, or any community channel before the world has been officially delivered and announced.
>>>Use WIP screenshots or clips to represent the final product.
>>>Share WIP content with any third party — including other developers — without my written permission.
Leaking or misusing WIP previews is a breach of these Terms and may damage both our reputations.
7.2 Confidentiality of Process
Details of my technical approach, workflow, tools, and systems shared with you during the commission are confidential. If you are simultaneously working with another world developer, you may not share or communicate my methods, systems, or WIP assets with them directly or indirectly.
7.3 Mutual Confidentiality
We both agree to keep non-public information shared during the commission confidential, including unreleased designs, community plans, technical systems, and business details. This applies to both parties and survives the end of the project.
Section 8 — Independence & Non-Exclusivity
8.1 I Am an Independent Contractor
I operate as an independent contractor. Nothing in this agreement creates an employment relationship, partnership, agency, or joint venture between us. I retain full professional autonomy over my schedule, process, tools, and business.
For the avoidance of doubt, commercial service tier names such as including "Full Partnership" are descriptive product labels only and do not imply, create, or constitute any form of legal partnership, joint venture, employment, or agency relationship between the Creator and the Client.
8.2 I Work with Multiple Clients
No commission gives you exclusive access to my time, availability, or professional relationships. I work with multiple clients at once and reserve the right to take on any commission from any party at my own discretion, including parties whose communities, interests, or aesthetics may overlap with yours.
8.3 If You Want Exclusivity
If you need me to agree not to work with specific parties or within a specific niche for a defined period, that can be arranged, but it requires a separately negotiated exclusivity retainer, agreed upon in a written addendum before work begins. No exclusivity obligation exists without that signed agreement.
8.4 My Right to Decline
I reserve the right to decline any commission inquiry from any party, for any reason, without obligation to explain. I also reserve the right to permanently decline future commissions from anyone who has violated these Terms, acted in bad faith, or engaged in misconduct.
Section 9 — Non-Disparagement
9.1 Let's Keep It Professional
Both of us agree not to make false, misleading, defamatory, or maliciously negative statements about each other in Discord servers, VRChat communities, social media, forums, or anywhere else during or after our working relationship.
9.2 Serious Breaches
A coordinated reputational attack, harassment campaign, or deliberate spread of false information about me or my business is a material breach of this agreement. I will pursue appropriate remedies, including recovery of damages caused to my business.
Section 10 — Non-Solicitation
During any active commission and for 12 months after delivery, you agree not to directly solicit, recruit, or hire any contractor, collaborator, or sub-contractor I introduced to you during our project — without my written consent.
Section 11 — Your Responsibilities
11.1 Accuracy of Your Brief
You're responsible for providing a complete and accurate brief before work begins. Significant changes after blockout approval are treated as major revisions and billed accordingly.
11.2 Assets You Provide
If you supply assets, textures, audio, or other content for inclusion in the project, you confirm you hold all rights and licenses for that material. I am not liable for any copyright issues arising from content you provide. I reserve the right to refuse any asset that is technically unsuitable, legally questionable, or incompatible with the project's performance targets.
11.3 VRChat Platform Compliance
You are solely responsible for ensuring your world complies with VRChat's Community Guidelines and Terms of Service. I am not liable for worlds being removed, flagged, age-gated, or restricted by VRChat after delivery.
Section 12 — Proof of Delivery & Acceptance
Formal delivery is defined as the moment I send you a message containing the final download link or file transfer. If you have not raised any issues or disputes within 7 days of that delivery message, the project is considered accepted in full. Claims raised after that window may not be eligible for remediation under the original project agreement.
Section 13 — Right of Integrity
I assert my moral right as the creator to object to any modification, distortion, or treatment of my work that damages my reputation. If the world is significantly altered after delivery in a way that degrades quality or misrepresents my work under my name, I reserve the right to request that credit to Rubin's Worldworks be removed from the listing. This right is separate from and in addition to my other rights under these Terms.
Section 14 — Limitation of Liability
My total liability to you under this agreement is limited to the total fees paid for the commission. I am not liable for indirect, incidental, or consequential damages of any kind — including VRChat platform changes, instance instability, data loss, community disputes, world removal by the platform, or any reputational impact arising from the use of my work.
Section 15 — Force Majeure
I am not liable for delays caused by circumstances outside my reasonable control — illness, family emergency, natural disaster, power or internet outages, VRChat or Unity platform outages, or other unforeseeable events. I will notify you promptly if something like this affects your project.
Section 16 — General
17.1 Entire Agreement
These Terms, together with the approved project brief and any written addenda signed by both of us, form the complete agreement between us. They replace anything discussed verbally or informally prior to the deposit being paid.
17.2 Amendments
I may update these Terms over time. Any updates will be communicated to active clients. The version in effect on the day your deposit is paid governs your commission from start to finish.
17.3 Severability
If any clause here is found unenforceable under applicable law, it will be adjusted to the minimum extent necessary, or removed if adjustment isn't possible. Everything else stays in force.
Section 17 — Retainer Agreements
This section applies exclusively to clients on a monthly retainer tier (Maintenance, Active Support, or Full Partnership). All other sections of these Terms apply in addition to what's written here.
17.1 Minimum Commitment
All retainer agreements require a minimum commitment of 3 months. Work begins on the first day of the first billing cycle. Retainer fees are paid monthly in advance, before each cycle begins.
17.2 Continuation & Cancellation
After the minimum term is complete, the retainer continues on a month to month basis automatically until either party gives written notice. Cancellation notice must be submitted at least 14 days before the next billing cycle begins. Notice given inside that window means the next month is still owed and will be the final cycle.
17.3 No Mid-Cycle Refunds
Retainer fees cover reserved time and availability and not just hours logged. If you cancel, pause, or reduce scope mid-cycle for any reason, the fee for that cycle is non-refundable. No partial refunds are issued for unused days or unused support hours within a billing period.
17.4 Hours Expiry
Any included support hours that are not used within their billing cycle expire at the end of that cycle. Hours do not roll over, accumulate, or carry forward into the next month. This keeps workload predictable and fair on both sides.
17.5 Scope of Each Tier
Each retainer tier has a defined scope as outlined in my pricelist. Work that falls outside that scope regardless of relationship length or history will be scoped and quoted separately before it begins. The ongoing nature of a retainer relationship does not expand the included scope of the tier you are on.
17.6 In-Progress Work on Cancellation
If a retainer is cancelled while active development work is underway, such as a new zone, scripting system, or major update, the following applies:
>>>Work completed and deliverable at the point of cancellation will be provided.
>>>Work that is not yet in a deliverable state will not be transferred as partial files.
>>>If completing the in-progress work would extend meaningfully beyond the final paid cycle, continued work may be quoted as a standalone commission.
17.7 Pause Policy
You may pause your retainer once per 12-month period for up to one calendar month, with a minimum of 14 days written notice before the pause begins. Paused months do not count toward the minimum commitment. More than one pause per year or pauses requested with less than 14 days notice are not guaranteed and are approved at my discretion.
17.8 Rate Lock
Your retainer rate is locked for the full duration of any active committed term. If my pricing changes, the new rate takes effect at the start of the next agreed term and not mid-commitment. You will always be notified of any rate changes before your current term ends.
17.9 Priority Queue
Full Partnership clients receive first-in-queue scheduling priority. This means your work is scheduled ahead of any new non-retainer commissions that arrive after your retainer begins. It does not mean your work supersedes commitments I made to other clients before your retainer started. I will always be transparent with you about my current schedule.
17.10 Communication
Retainer clients are welcome to reach out regularly which is the point. To keep things sustainable and professional for both of us, all retainer communication should go through Discord. I will respond within 2 business days during active production periods. Retainer access is not 24/7 on-call availability, it is dedicated, prioritized, professional partnership.
17.11 Retainer Addendum
Before any retainer begins, both parties will sign a short Retainer Addendum confirming the chosen tier, start date, billing cycle, and any project-specific details. The Addendum and these Terms together form the complete agreement for retainer engagements. In the event of any conflict between the Addendum and these Terms, the Addendum takes precedence for retainer-specific matters only.
Section 18 — Spirit of This Agreement
These Terms are written in good faith and are intended to be read in good faith.
Every clause here exists for a clear and honest reason to protect the integrity of the work, the working relationship, and both parties involved.
Any attempt to exploit technical ambiguities, find loopholes, or act against the clear and obvious intent of any clause in this document while remaining narrowly compliant with its literal wording will be treated as a material breach of this agreement in its entirety. The intent of every section governs, not just its precise wording.
If something in these Terms is genuinely unclear, the right response is to ask me. I will always clarify in good faith. Uncertainty is not a license to act unilaterally.
This agreement works because both parties choose to operate with integrity.
That is the standard I hold myself to, and it is the standard I extend to every client.
Glossary — Words You Might Not Know
This document uses some technical and industry terms that aren't common knowledge. Here's what they mean in plain language.
Blockout
The first physical draft of your world. No textures, no lighting, no detail, just the raw spatial layout built in Unity so we can both walk through the space and confirm the scale, flow, and structure feel right before any real production begins.
Lightmap / Light Baking
The process of pre-calculating how light falls across every surface in the world and saving that information as a texture. Baked lighting looks far better than real-time lighting and costs almost nothing to render and it's one of the primary reasons well-built VRChat worlds perform smoothly even in busy instances.
Draw Calls
Every time your GPU needs to render a separate object, that's a draw call. The more draw calls a world generates per frame, the harder your hardware works. Keeping this number low is one of the most important parts of world optimization.
SetPass Calls
A more specific type of draw call that happens when the GPU needs to switch to a different material or shader. Even more expensive than a regular draw call. Reducing SetPass calls is a core part of my optimization workflow.
VRAM (Video RAM)
The memory on your graphics card. Textures, meshes, and shaders all consume VRAM. A world that uses too much VRAM will cause stutters, crashes, or failed loads especially for users on mid-range or lower-end hardware.
SDK (Software Development Kit)
In this context, the VRChat SDK is the set of tools Udon adds to Unity that allows worlds to be uploaded and run on the VRChat platform. When I reference the SDK version, I mean the specific version of these tools the world was built against at the time of delivery.
WIP (Work In Progress)
Any version of the world shared with you before final delivery. WIP previews are for review and approval purposes only, they are not the finished product and should not be shared publicly.
Source Files
The original, fully editable project files from the software used to create assets such as for example, .spp files from Substance Painter, .blend files from Blender, or .psd files from Photoshop. These are not included in a standard delivery. They are the raw materials behind what you receive.
Background IP (Intellectual Property)
Custom tools, shaders, scripts, and systems I build specifically for the technical pipeline of your project. These remain my intellectual property even after delivery. You receive a license to use them within your world, but not to extract, repurpose, or share them.
PBR (Physically Based Rendering)
A standard approach to texturing that simulates how light interacts with real-world surfaces. PBR textures include multiple maps color, roughness, metalness, and normals that together produce realistic, consistent materials under any lighting condition.
Occlusion Culling
A Unity optimization technique that tells the engine to stop rendering objects the camera cannot currently see. In a well-built world, rooms you aren't in simply aren't being rendered which significantly reduces the workload on your hardware.
By paying the first installment after blockout approval, you confirm that you have read, understood, and agreed to every section of this document. This payment serves as the binding record of our agreement.
 
Rubin's WorldworksMr. Rubinshtein — Professional VRChat World & Asset Creation
Thank you for taking the time to read this. Commissioning me is an act of trust that you're handing someone your community's home and asking them to build something worthy of it. I don't take that lightly, and I never will.
— Mr. Rubinshtein

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Contact & Commissions

Let’s Build Something Exceptional.
I am currently accepting a limited number of commissions for high-end VRChat environments and technical optimization. By hiring a specialist with 7+ years of industry experience, you are investing in a world engineered for stability, speed, and visual impact.

Commission Request Template
To ensure a fast and accurate quote, please copy and include the following details in your message:
Project Title: (e.g., "Neon District Club" or "Luxury Penthouse")
Service Tier: (Showcase Scene / Themed Environment / Optimization / Custom Asset)
Reference & Concept: (Link to Pinterest, Google Drive, or Moodboard. Note: Projects without references incur a research fee.)
Timeline: (When is your ideal launch date?)
Key Features: (e.g., Video players, toggles, interactive doors, specific mood/lighting.)
Estimated Budget: (Helps me scale the level of detail and asset custom-modeling to your needs.)
Reach Out
Contact me via my Discord server for the fastest response. I typically respond within 24–48 hours (Monday–Friday).
What Happens Next?
Technical Review: I review your brief to ensure the project aligns with my quality standards and schedule.
Consultation & Quote: We discuss the technical scope (VRAM targets, draw-call budgets) and I provide a formal project agreement.
Booking: A 50% deposit secures your slot in the production queue.
The Sprint: Phase 1 (Blockout & Layout) begins immediately.