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Zero Caliber 2 VR Richwood's Fall

Richwood's Fall - My role was to make a decor concept for the first part of the map and decorate it with two other artists.

As a starting point this game made for Virtual Reality! Oculus Quest 2 VR headset hardware can produce a playstation 2 graphics.
My task was to decorate the given parts of the maps. I was creating nice and detailed compositions. The first step was to make the landscapes. I used rgb masks to paint out different parts of them and give tham unique textures and look.
In the decorating process I had to use old objects but if it was necessary I had to graphical improve them. If I had to make a new asset, I used Blender for modelling, Pureref for moodboards, Substance Painter for texturing, Marmoset for baking textures. I had to optimize each 3D models for Unreal Engine 4 and also for Oculus Quest 2 VR headset, focusing on reducing the polygon count without compromising visual quality. I had to set up lods and colliders, based on my own tests is the game. I had to set up lightmaps and also build lighting of the specific locations in each place.
At the last month I helped my lead artist as a lead assistant, making tasks, giving tasks and writing documentations.

First, we had to make the maps very vivid and colorful, later we decided to change it to a more realistic one.

Circumstances: We had to create a campaign of 12 maps in less than a year. Xreal Games is a small indie studio. During the development, the number of employees was reduced by half due to downsizing, which also made the work more difficult. We had to make the game at a hectic work pace, with incomplete work processes, which we tried to figure out in the process, which also caused a lot of overtime. Also due to lack of time, we had to use the old assets, retexturing and working on them a lot. We were given two weeks for each map. We worked in two teams to decorate the maps, with two people in each team.