VR Designer at Collidascope VR

During my time working as a VR Designer with Philadelphia-based studio Collidascope VR, my primary role was modeling and texturing assets and environments for an immersive underwater VR experience. My main challenge on this project was balancing visual style and fidelity with real-time performance.
For the cave system I had blocked everything in Maya, then brought the base models into ZBrush for more detailed sculpting. The caves were then brought back into Maya or Blender for optimization and retopology. All texturing was done in Substance Painter. Models were then integrated into Unity and iterated on a bi-weekly basis based on in-headset feedback from the team.
Sketch -> Block Out -> Sculpt



Low Poly Walk-through
Additional Sculpts and Walk-through



