Servonaut Environments
'Skinning' or environment design for Servonauts was a very creative task for me. A big part of making these environments was updating the tile sets for the worlds. Sometimes I would need to re-model, create or optimise the concept 3D sets to create the end result.
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I tried to get as much flavour into these environments as I could, my favourite being the Ancient Temple world. Where I changed the tile set to hexagon based, creating modular hex tiles that fit in our square snapping. I also added a lot of strange skeleton scenes in the edges of these levels, try to see how many you can spot.
VR Rehabilitation Environments
For a research VR project that explored game rewards systems to help with Burn rehabilitation, I designed and created the environment layouts for all the game levels.
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A few of my tasks extended to making missing assets or re-modeling assets to optimise them for VR.
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This was a rewarding project to work on, with a lot of technical and user-based problems to solve.
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One of the main things was creating environments that someone with limited mobility can exist comfortably in.
House Design
The vaulted house was a personal project.
I wanted to learn more about the Unreal pipeline, so I designed a floorplan, created every model in the house (besides the foliage), made custom seamless materials and built a master shader.
I made every aspect of this house from concept to final render, I even explored making procedural blueprints to create blinds that could be any height.