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Virtual Blönduós & Árnes

Browser-based Unity digital twins of two Icelandic towns, built at Envalys for public engagement in urban planning — I developed the viewers, their dynamic resource streaming, WebGPU R&D, and the cloud infrastructure behind them.

  • Unity
  • WebGL
  • WebGPU
  • C#
  • DigitalOcean
  • Urban Planning
A virtual replica of the old town of Blönduós, Iceland, rendered in Unity

My role

Software engineer at Envalys. I developed and optimized the virtual replicas of Blönduós and Árnes for the browser, implemented dynamic resource streaming for real-time urban modification visualization, conducted WebGPU R&D to move beyond WebGL's limits, and migrated the hosting infrastructure from AWS to DigitalOcean.

Outcome

Live, browser-accessible planning tools that let residents and stakeholders explore proposed developments in their own towns — no installation, no VR headset required.

When a municipality plans a new development, most residents first meet it as a zoning document and a top-down blueprint — abstractions that are hard to have an opinion about. Envalys builds the alternative: faithful, first-person 3D replicas of real Icelandic places where anyone can walk the streets of a proposed future and react to it before it gets built.

I joined Envalys as a software engineer in 2024 to build and run the virtual replicas of Blönduós and Árnes — two towns in rural Iceland whose residents and planners needed a common picture of what was coming.

The virtual replica of Árnes, showing planned future development in context

The engineering problem

The viewers run in Unity, in the browser — the whole point is that a resident clicks a link and is standing in their town, so a download or a headset would defeat the purpose. That constraint shapes everything:

  • Dynamic resource streaming. A whole town doesn’t fit in a browser tab’s memory budget. I implemented streaming so geometry and textures load around the visitor as they move — and, critically, so proposed modifications can be swapped in and out live, letting a meeting compare today’s street with tomorrow’s proposal in real time.
  • Optimization for the web. Draw-call budgets, texture compression, and loading behavior all tuned for WebGL running on ordinary home computers — the audience is the public, not gamers with GPUs.
  • WebGPU R&D. WebGL’s browser limits became a bottleneck as the town environments grew. I investigated WebGPU as a path toward streaming and rendering substantially larger environments in the browser. This was R&D, not a claim that the public viewers were deployed with WebGPU.
  • Infrastructure. I migrated the hosting from AWS to DigitalOcean, keeping the deployment reliable while cutting its running costs — these tools stay online for months while a planning process unfolds.
Visualizing a proposed heating plant in its real context in Blönduós

Why it matters

This is simulation in civic service: the same real-time 3D craft that ships games, pointed at the question “what will my street look like?”. The towns’ residents used these replicas to see planned buildings in context — scale, sightlines, character — and give planners feedback grounded in experience rather than blueprints.

Renders © Envalys ehf.

Want something built like this? I'm available for contract work.