in

TerraUnity Team: Building High Quality and Comprehensive Technology Infrastructure To Establish and Maintain an Effective Operational Environment

Our company is in the process of developing software to recreate a region of the planet in the form of a high quality 3D model (usable in simulation systems). This software collects information of the desired area from the Internet and completes information gaps through artificial intelligence to build a three-dimensional model of the desired area automatically and without the need for human intervention.

The mission of TerraUnity is to build a high quality and comprehensive technology infrastructure to establish and maintain an effective operational environment and deliver quality, prompt, cost-effective and reliable technology services for creating and using Virtual Environments.

Tell us about yourself?

Since the founders each have several years of experience in the game industry and GIS, one of the bottlenecks of the projects has always been scene design or more precisely Level Design. Suppose that you are a company (large or small) wanting to build a car racing game or even a game developer who wants to build a racing game on its own; hundreds of hours are going to be spent on designing roads, buildings, bridges, forests, billboards, etc. while these tasks require their own specialists.

What if this was done automatically? Isn’t this information scattered on the Internet? So why not automatically recreate that area by collecting this information virtually? It was from here that the idea of building a virtual planet came into life in order to help game developers and virtual simulation companies.

If you could go back in time a year or two, what piece of advice would you give yourself?

In a word, hurry. As you can see, the world is rapidly entering the virtual world, and large companies are spending a lot of money to enter this virtual world.

The best example of this is changing Facebook’s core policy and entering the world of the so- called Metaverse.

What problem does your business solve?

One of the important stages of producing a 3D simulation environment to be used in games, animations, engineering simulators, educational purposes, etc. is the LEVEL DESIGN stage. This step, especially for small companies – that usually have a good specialty in game development but for other specialties like designing need help from others – imposes a high cost and time-consuming pipeline to perform.

For example, in the production of a game, on average, 34% of the development budget is spent on Level Design, and the rest, including PLANNING, CODING, testing, and advertising, is the rest of the development budget for a game title.

What is the inspiration behind your business?

In large companies, Level Design is usually managed and performed by an expert team with different specialties. But in small and start-up companies, which are usually the result of bringing together a few programming engineers who do not have much experience in designing graphical environments, it causes a big weakness and is presented as a bottleneck.

In newly established companies, it is possible for the company to perform all the PLANNING, CODING and RENDERING stages, but the LEVEL DESIGN stage must either be outsourced or prepared with low quality, depending on the artistic mastery of the company.

Our proposed solution was to design and implement a software to facilitate LEVEL DESIGN operations automatically.

What is your magic sauce?

Most of the software in this field provide good editing facilities to the user, but using these softwares requires expertise in it and does not provide a simple solution.

Recreating a part of the planet automatically is the main key for this problem.
An area can be created without the intervention of an enclosure and only through artificial intelligence and information available on the Internet, and then the necessary changes to meet the demands of designers can be made on it.

What is the plan for the next 5 years? What do you want to achieve?

Customers (and in fact monetization) in this scheme can be divided into two main groups.

1- First goal: Customers producing the product (B2B): The first goal of this plan are the customers of the first group. That is, customers who provide services or products to end users using cyberspace. The main benefit for these customers is reducing the cost and production time of cyberspace. Companies and game development teams, companies providing VR-based services, and companies and organizations active in the field of urban management are at the forefront of these customers. Also, universities and research and military centers have shown great success to this collection so far.

2- The second goal: Real persons (Shared revenue): Given the potential of this market in, the next step can be used as an intermediary between producers of virtual world content (such as artists and animators) and companies and teams that need this. The service also operated and established a centralized platform for connecting content producers and companies.

According to the Product plan, we will focus on the first goal in the first 3 years, and then we will move on to the second goal in the next 2 years.

What is the biggest challenge you’ve faced so far?

Since this work requires the cooperation of different experts with each other, our biggest challenge so far has been to attract specialists and provide the required hardware.

How do people get involved/buy into your vision?

Our company is currently expanding its work and in this regard we need the help of experts. Therefore, those who would like to work with us in this field can refer to our Discord channel at https://discord.gg/9J6Jk7B for more information.

Vedran (Ved) Rasic: The First Social Capital Manager Built for Professionals and Teams

Jeff Rekunyk: Helping Leaders Transform Their Businesses Where It Matters