For this Oculus product rooms, I created 3 different time of day cube maps rendered in Unreal. For the actual environment itself, I prototyped different spaces and layout to help design feel out the space. I also modeled and textured the final environment with help from outsourcing for some props.
For the experience Farlands, I was tasked with taking designer geo to final look. I was responsible for art layout, texturing, shader writing and lighting in the screens below.
In this VR experience, I created all of the environment art and props by myself. It consisted of 2d concepting, modeling, sculpting, texturing, lighting and skybox creation.
Multiple people were responsible for this scene. The first layout was by Chris Emonds. Afterwards, RJ Ranola took over, and lastly I finished it up. I went through and added the detail pass, optimization pass, UV layout, and re-lit the scene using pre-baked light maps from Modo.
Tyler Walters and I worked on these prototypes during our downtime in between projects. In both of these I modeled all the environment, textured, and lit the scene. Derrick Hammond lit the fantasy looking environment.
Oculus First Contact:
I only played a supporting role in this project. It was mainly modeled by RJ Ranola and Chris Emonds with art direction from John Wallen. In this project, I helped texture and model the props like the butterfly and musical instruments. I did some layout of the level and simulated the wires to have realistic draping.
In this experience, I was responsible for 3d concepting character, some 2d character concepting, and final model of two environments. The challenge for this VR project was in using a mobile powered spec device. Though the hardware was limiting, the team was still able to create a visually interesting experience.
In this VR product, I mainly played a supporting role, modeling props and creating textures.