HXRC Trainee Lens: Crafting More Sustainable and Innovative City Planning with Mixed Reality

Dec 19, 2025

How can XR technologies help in transforming complex urban planning data into more sustainable and inclusive city planning?

In 2024, the Lahdenväylä Masterplan MR project set out to visualize the City of Helsinki’s current initiatives and future development scenarios along one of its busiest highways, Lahdenväylä, using real-world data. The project aimed to combine expert knowledge with Mixed Reality technologies to communicate environmental and urban planning information in a more accessible way for the public.

Our HXRC trainees Aino, Markku, Alma, Irina, Niina, Karin, Benjamin, and Heleanore share their experiences working on this unique project, which was truly a team effort! They reflect on the challenges faced during development and explain how the team turned lessons learned into a visually compelling model that blends together physical and virtual urban planning elements.

Let’s take a look!

Text by Aino Suuntamo, Markku Inkinen, Alma Hoque, Irina Konovalova, Niina Kahela, Karin Domagalska, Benjamin Masena, and Heleanore Mandri

What is Lahdenväylä?

This is a project that’s pretty hard to miss when entering the Immersive Sustainability Lab space at the Helsinki XR Center! It rests on a large table displaying a miniature map of the Lahdenväylä area, which is the current focus of the project.

Admiring the physical 3D model is only one part of the experience. The sustainable city planning features are more clearly revealed once you put on the Meta Quest 3 headset and enter the world of Mixed Reality that we carefully crafted.

The Lahdenväylä application enables users to virtually interact with the map by toggling buttons positioned along the edges of the interface, revealing detailed information about the city’s current projects in the area.

This project is co-funded through the AIStart – Tekoälyhautomo project as a cooperation initiative with the City of Helsinki and the Immersive Sustainability Lab platform.

The voice behind the article

Greetings! I’m Aino, a 3D Animation student at Metropolia UAS and started my internship here at the Helsinki XR Center in September of 2024, the same time this project began its development. Since then I’ve been involved with it from the very beginning, I will be walking you through the complex development of this project, with some additions from the many trainees who were also part of this project at some point of its long development. 

This was my first project at HXRC and I was given the task to create the digital model based on the documentation we got from the city of the Lahdenväylä development area. Working on the model, especially the roads, took more time than expected, but it was a great learning experience for a project of this scale. 

Planning phase

The Lahdenväylä project was created under the umbrella of the Immersive Sustainability Lab platform. The pitch for the project was to transform information into a digital form in MR to view on top of a physical model in the real world. During the planning phase, the idea of using AR was considered for a moment as well. 

Me and this project’s original coder and developer Markku Inkinen’s very first task was to envision how this Lahdenväylä application could look and feel like. We were also assigned to print out a map of the Lahdenväylä on multiple papers to get a better feeling of the scale of the physical model and on top of which the application would be displayed. This also doubled as a testing ground for a while for the application. The development initially started on Apple Vision Pro and since the headset was the first of its kind in HXRC, Markku had a lot of research to do!

The deadline was the grand opening of the Immersive Sustainability Lab at the Helsinki XR Center during Match XR in November 2024. Even though the beginning of the project felt a little bit sluggish with a bunch of different ideas getting thrown around, in order to get to work on both the digital and physical model, we had to hurry up and make some firm decisions fast! Meanwhile the project’s development side was constantly running into problems with the Apple Vision Pro. The device being fairly new, it turned out it had no support for basically anything.

Markku – Dev blog

Hi! My name is Markku Inkinen and I’m a final-year Engineering student majoring in Game Development at Metropolia UAS. I enjoy creative problem solving and have previous experience working with Unity and Unreal Engine. This was the first project that I joined when starting as a trainee at the HXRC, and although I learnt a lot during the process, it also presented unique technical challenges that required some creative approaches!

The goal for my part of this project was to create an interactive digital map experience for the Apple Vision Pro, using Unity as the development environment. The intended outcome was for the device to recognise a physical scale model and overlay it with a digital version containing multiple layers of information. Users would then be able to toggle between these layers using interactive buttons.

At the time of development the Apple Vision Pro was still new and Unity support for it was limited, so the first step was research. I explored what was possible with the available tools and quickly learned that certain features, such as object tracking and anchor points, were not yet supported. This meant that our original concept needed to be modified. I tested alternatives such as image tracking and third-party mapping solutions, but in the end the most reliable option available was plane detection. While this allowed the device to detect flat surfaces and remember them between sessions, the accuracy varied depending on the user’s position and angle, which made precise placement incredibly difficult.

To ensure the project remained functional and presentable, I adjusted the approach. Instead of trying to perfectly align the digital map over the physical model, I created a smaller, consistently spawning version that appeared in front of the user. It was unfortunate that we had to drop the table implementation for the AVP, but this approach preserved the functionality, kept the experience smooth and predictable, and allowed us to highlight one of the Apple Vision Pro’s biggest strengths, its impressive graphics. I also refined the interactive buttons to provide better feedback for the user, experimenting with different visual and tactile styles before settling on one that balanced responsiveness and clarity.

One of the most interesting aspects of this project was exploring the limits of an emerging platform. The Apple Vision Pro’s capabilities were impressive in some areas but still evolving in others, and working within those constraints required adaptability. In parallel, development was also taking place for the Meta Quest 3, which had more established tools for this kind of task. Seeing the same concept implemented across two very different platforms was a valuable learning experience.

Working alongside the talented artists on this project was great. Their creativity and attention to detail made the digital model come to life, and it was exciting to see the project build up piece by piece as new assets were added.

Overall, this project gave me practical insight into developing for cutting-edge XR hardware, from testing platform-specific features to finding workarounds when limitations arose. It strengthened my problem-solving skills, deepened my Unity development knowledge, and taught me the importance of flexibility when working with new technology. Big thanks to the whole team for making it such a fun and collaborative experience.

From crafting the physical model…

Assembling the physical model.

Creating the physical model – alongside the constant battling with the AVP – was one of the biggest creative obstacles we faced during the whole project. We had a lot of discussions about which printing methods and materials to use. CNC was considered and we even briefly consulted Metropolia’s wood working teacher on what would be the best route to go. Ultimately, laser-cut MDF wood panels were chosen for the terrain, with 3D-printed buildings placed in their corresponding positions.

As this was the first project of this scale at HXRC, we decided to build a large custom made physical model that could double as the Sustainability Lab’s centerpiece and accommodate several visitors viewing it at the same time.

While the trainees and leads worked on developing the digital model, our XR Experts Narmeen and Janset ultimately took charge of the physical model and managed to execute it wonderfully. The cutting of the 3D pieces was done by Heikki Parkkanen.

…to creating the digital model

Digital view layered on top of the physical model.

For the digital model, we received different 3D models of the Lahdenväylä area to be used as a base that we then combined, cleaned and textured. The model consisted of the base ground terrain, resembling the future developments of the area and the many “layers” of information that would be displayed on top of either the digital or the physical map.

The original model was not immediately suitable for the project’s digital model, as it was too dense in topology. To resolve this, the model was separated into different sections and properly UV mapped. The cleaning process also involved optimizing the buildings, roads, and selected parts of the terrain. The ocean level was separated to simplify the creation of the flood layer, and the map was divided into smaller sections to achieve improved light baking results. In addition, custom tree models were created and placed accurately based on Google Maps references.

The low-poly, slightly stylized approach works well for projects that focus on exploring new ideas rather than presenting a final plan. This style allows users to engage more freely with the concept without feeling constrained by the impression that the design is definitive.

Twists and turns along the way – A growing team

During the development process, sometimes you’ll learn things the hard way! Since there was no support for Apple Vision Pro, we decided to switch the headset for Quest 3. 

The deadline was quickly approaching and we had yet to start working on the digital layers. A lot of people joined the team and we tasked each new team member with their own layers to work on:

  • Alma designed the master plan layer
  • Irina was in charge of the transport layer
  • Niina created the noise pollution layer

The custom table for the physical model had been ordered, and we eagerly awaited its arrival for the grand opening. Meanwhile, we began assembling the model, requiring careful coordination to place all the buildings accurately on the terrain.

Alma – Masterplan layer

Reflecting on the Lahdenväylä project, what stood out to me was the inspiring concept of blending the physical with the digital. My main tasks involved designing the masterplan layer and some UI work, which were enjoyable but at times felt too easy. The biggest challenge was figuring out exactly what my role was in such a large project with so many people involved, which caused some confusion. Despite that, we managed to create something amazing for the Immersive Sustainability Lab’s opening. Overall, it was a rewarding experience!

Masterplan layer under development.

Irina – Transport layer

The Lahdenväylä project was a fascinating experience, and I really enjoyed exploring different ideas for visualising the layers. My main focus was the transport layer, and I had plenty of time to dive deep into it. Working with shader graphs was a highlight, as it was a great opportunity to learn and experiment with something new, especially given the abundance of online resources. I also gained valuable experience in aligning layers and refining the visual effects to fit perfectly within the digital model. Overall, I learned a lot about Unity workflows and shaders, and it sparked my interest in visual effects even more. The project turned out great, and it was rewarding to see how our work came together in the final product.

Niina – Pollution layer

It was great to finally dive into shader graphs! I learned the basics, and although there is still a lot to internalize, it was a fun challenge. My main task was creating visuals for noise levels at three different speed limits, using three colors to represent them. I had enough time, though it was a bit hectic with Match XR and winter vacations, so guidance was a bit limited. However, watching tutorials and experimenting was a good way to learn. Animating with blend shapes was surprisingly easy, but when it came to freestyle work with shaders, it got tougher. While this task wasn’t my favourite – I’m more into organic creation – it was still valuable in understanding how Unity and shaders work. In the end, we succeeded in creating an amazing map for the table.

Top view of the noise pollution layer.

Developmental shifts

After the severe lack of support for the Apple Vision Pro, and Match XR around the corner, our developmental focus was shifted heavily towards the Meta Quest 3, where Karin took over the entire process of putting together the application and functionality of the Mixed Reality application that would soon become the highlight of the opening. With only a few weeks to develop, she managed to do exactly what we had originally envisioned.

Karin – Dev blog

Hi, my name is Karin Domagalska, and at the time of writing this I’m a 3rd year Engineering student at Metropolia UAS majoring in Game Development. My role within the Lahdenväylä project was to take over development for the application using the Meta Quest 3.

When development on the Quest 3 started, the team’s goal remained the same – a virtual map on top of a 3D physical map using augmented reality to simulate what the future of the area entails. The things we visualised on different layers consists of the master plan, transport, noise pollution, and the possibility of potential flooding.

By the time that it was figured out that the development with the AVP can’t provide our expected result, it was only a couple of weeks before Match XR. Funnily enough, after a severe lack of feature support for the AVP, the Quest, with its abundance of support, ended up being the star of the show. We also decided that development for this project would continue exclusively on the Quest.

After seeing how difficult development with the AVP was for this project, I was a little apprehensive about starting development on the Quest. Thankfully with the compatibility of the Quest within Unity and the large amount of readily available features, this project actually ended up being a lot easier than I had first anticipated.

After quickly setting up the player controller, the map spawning, and the buttons, the issue that we faced was performance. The initial quality of the map was too high for the hardware of the Quest which resulted in a very choppy and blurry mixed reality experience. A lot of adjustments had to be made through tweaking the settings and changing the assets to ensure that the simulation ran at a suitable and steady framerate. Through some great work done by our artists, we managed to render a beautiful map without sacrificing performance.

The showcase for Sustainability Lab the night before Match XR returned a lot of positive feedback and I was proud of what we had achieved, but development hadn’t finished at that point.

The project was overall smooth sailing for me, however my biggest challenge was setting up the multiplayer, which happened after Match XR. Up until this point I hadn’t done anything with multiplayer mode and didn’t know what to expect. The original plan was for me to try out Meta’s multiplayer building blocks – shared spatial anchor/colocation –  which were still experimental. After extensive research and following tutorials, the spawned maps continued to have inconsistencies with the map location on different headsets. Because of these inconsistencies I had to abandon Meta’s experimental features and try an alternative method, and ultimately ended up using Photon Fusion. This fulfilled the requirements for our multiplayer by handling the shared layer states of the map for all connected clients. I handled the map positioning by having each individual client spawn the map in their own scanned location.

I enjoyed working on this project because there were a lot of things that I did for the first time. In these few short months I learned a lot about Unity, programming, multiplayer, extended reality, as well as even a few things from the asset side. I also really enjoyed the opening of the Sustainability lab and hearing all the great feedback for what our team has achieved.

The grand opening of the Immersive

Sustainability Lab

The Immersive Sustainability Lab was inaugurated by Dr. Tom Furness (on the left), Chair of the Virtual World Society and  Ilona Lundström (on the right), Chair of Metropolia’s Board.

The table had arrived  just one day before the opening and we had our work cut out for us. The table itself had already been laser cut, but all of the building models had been 3D printed separately and needed to be placed on the table individually. A few members of our team worked late into the night to get this task completed, and it was all worth it!

With Helsinki XR Center’s Head of Unit Tiina Vuorio coordinating the lab’s operations, the Immersive Sustainability Lab was inaugurated at an opening ceremony on Metropolia’s Arabia campus on November 18, 2024 by Ilona Lundström, the Chair of Metropolia’s Board, and American inventor, VR technology pioneer and a professor at the University of Washington, Dr. Tom Furness. Furness is the Chair of the Virtual World Society, with which Metropolia signed a collaboration agreement in the summer of 2024.

The opening was a great success, with a huge turnout and lots of enthusiasm and praise for the culmination of our efforts. Guests were eager to experience our augmented reality application alongside the model of Lahdenväylä and gave a lot of positive feedback. It was a great opening and experience.

After Match XR

After the successful opening of the Immersive Sustainability Lab, a weight was lifted from the team’s shoulders! However, there was still some work to do with polishing the application. We wanted improved functionality and to have cleaner layers and assets to enhance the user experience.

Along with the new year, new ideas and interns were introduced to the team. Two fresh minds were added to the team, Benjamin as a Programmer and Heleanore as a 3D Artist. The team lead of the project was also shifted from Emmi to Julia. The position of Code Lead was handed from Juho to a new lead, Alicia.

Development was continued on this project up until June.

Benjamin – Dev blog

Creating the Kye Sites Layer.

Hello! My name is Benjamin Masena, and I’m passionate about building interactive digital experiences. I joined the Lahdenväylä project at Helsinki XR Center after the project had already started, and was warmly welcomed by the team. What I appreciated most was that my role was clear from the beginning, and most of the groundwork had already been laid out.

One of the most rewarding features I worked on was the Key Sites Layer, Interactive 360° Views, Audio, and Info Bubble Highlighting. This allowed users to explore several important locations, such as The Museum of Technology, Residential Area, Nature Reserve and Highway by selecting them directly on the interactive map in AR.

One of the biggest technical challenges I faced was the overlapping UI buttons and visibility issues. Button surfaces refused to hide as expected, it became difficult to test and polish new features. Despite my best efforts, I wasn’t able to fully resolve this before the deadline, which was frustrating, but it taught me a lot about balancing bug-fixing with ongoing feature development.

Another interesting challenge was creating the key site layer and its skybox. There are many ways to implement the 360-images, and after consulting with a teammate, I used a shader-based approach to flip the normals in a 3D sphere, something I had done before in a course, but had to re-learn on the go.

The Lahdenväylä project was an incredibly rewarding and educational experience for me. I had the chance to deepen my technical skills, contribute to a meaningful project, and work with a talented, supportive team. I’m proud of what we achieved together and look forward to tackling new challenges in the future.

Heleanore – Dev blog

The before and after: Old buttons (top) were redesigned to have more clear functions (bottom).

Hey, my name is Heleanore Mandri, and I’m an XR Design student at Metropolia UAS with a background in CAD, 3D modeling and visualization. My trainee journey at HXRC began in January 2025, with Lahdenväylä as my very first project. I mainly worked as a 3D artist, but I also got to explore other tasks like tweening with C# and creating 2D graphics.

By the time I joined the Lahdenväylä project, the team had already set up the foundation and direction for the project. One of my main responsibilities was redesigning the buttons to make them more accessible. Since pressing the buttons is the main way to show information on the map, they had to be user-friendly and also fit neatly on all sides of the physical map table, which turned out to be one of the trickiest parts.

There were originally six buttons on each side of the table, so 24 in total. In the end we settled on a structure of 7 parent buttons and 14 child buttons, making it 21 buttons per side and 84 in total. All the buttons were linked, so pressing one would affect the other three sides of the table.

I designed the button looks and sizes, and created illustrations to demonstrate what each button triggered on the map. I had a lot of creative freedom, which made the project both fun and rewarding. The most challenging part was getting the button animations to work correctly with their assigned actions. To solve the fitting issue on the shorter sides of the table, I made tweening animations where parent buttons would slide aside when pressed, making room for child buttons that popped up with an animation and sound effect. We also implemented three languages into the model: Finnish, Swedish and English. This meant that I had to make sure the buttons stayed consistent in size, layout and style across different translations. 

Working on this project pushed me to improve my skills in game engines, 3D modeling and graphic design. I also got more comfortable with Git, experimented with scripting animations and learned to be more organized through practical project management. I’m happy to have been part of the Lahdenväylä development team.

Conclusion – Truly a team effort

In the end, the Lahdenväylä Masterplan project was truly a team effort through and through! Every challenge, from technical setbacks to late-night building sessions, was met with collaboration, creativity, and a lot of determination. What started as a broad idea grew into a fully realised experience thanks to the hard work and input of so many people, each bringing their own skills to the table. The road to the finish line was not always easy, but the result definitely speaks for itself. Everyone who took part in this project should genuinely give themselves a pat on the back!  It would not have come together the way it did without each and every team member.

Happy team with the assembled model!

Key Stakeholders and Collaboration

AIStart Incubator is an EU co-funded program led by Haaga Helia UAS with the cities of Helsinki, Espoo, Vantaa and Metropolia UAS (Helsinki XR Center) as partners. It helps SMEs in the Helsinki region adopt AI through hands-on support, tailored training, and access to diverse testing platforms, and forms part of the wider HEVinnovations program to strengthen regional innovation.

AI Start Incubator is a collaboration of:

To see previous news about our trainees’ projects, head over to the Trainee news section.

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