Early Pre-Vis with Virtus WalkThrough SE
Posted on September 6, 2026
When it comes to backing up my files, I don't have a particularly brilliant track record. I once managed to wipe most of my PC's data in the late '90s while partitioning a hard disk in an attempt to install Linux. Should've made a backup first. Whoops.
But some of my old PC stuff survived on floppies, and I later copied their content over to external hard drives when those became affordable. I recently went through my backups and discovered a zip archive containing a lot of .WLK files.
I vaguely remembered using a 3D program for Windows 3.1 whose scenes had this file extension.
After some searching, I discovered that it was
Its main selling point was that users could create and edit scenes and immediately see the changes in the 3D view.
Users could then walk through scenes (hence the name) by moving the camera in first person, and the 3D view would update in real time.
The full version was rather pricey. The much cheaper Special Edition omitted some features, like applying textures to surfaces, but for my purposes it was already plenty powerful.
I was an apprentice technical drafter in 1996, so I was already familiar with CAD software.
At the time, I was working on a graphic point-and-click adventure game called
Pascal was the first "proper" programming language I learned after Commodore BASIC and Microsoft's QBasic. Although this version of Turbo Pascal offered object-oriented programming, I couldn't quite wrap my head around the concept yet and structured the game the old-fashioned procedural way instead.
I had recently watched
In
Unfortunately, my planned story became rather long-winded, and I never even got close to finishing the game. It was about 25% done when I abandoned the project for good in 1998.
The game had a mouse-driven interface with verbs and a graphical inventory.
The room graphics were shown from the player's perspective, similar to the style of later Legend Entertainment games, such as
Here are some rooms from
When I look at the 3D renders nowadays with their flat-shaded polygons, I get strong early-3D-animation vibes.
I'm particularly reminded of the music video for Dire Straits'
As ancient as this workflow may seem, I'm still applying it today.
I'm using Blender to create the 3D models, but the technique remains the same.
Here are some examples from