Sovereign of the Seas - Tech Art
A Pirate-themed VR game developed in Unity for the Meta Quest 3, focusing on immersive storytelling, optimized performance, and stylized visuals. My core contributions spanned character optimization, environmental props, weapons, set dressing, lighting, and marketing material creation.
Character Optimization
- Cleaned and optimized mocap animation files and facial blend shapes for VR performance.
- Streamlined CC4-generated characters, reducing poly counts to 20k triangles or fewer while maintaining materials, UVs, and blend shapes.
- Packed textures for characters' bodies, accessories, and clothing, minimizing material draw calls to meet VR memory constraints.
Environment Prop Creation
- Modeled props from self-sourced references, stylized to match the game’s established art direction.
- Applied a high-to-low topology workflow, baked and painted textures, and packed texture maps for optimal draw calls.
- Imported assets as Unity prefabs, setting up pivots, UVs, and optimized import settings for seamless integration.
Set Dressing & Lighting
- Designed and dressed environments to evoke a lived-in feel while maintaining gameplay space and performance.
- Configured lighting setups, including baked light probes and reflection probes, achieving a balance between visual fidelity and performance.
- Prepared objects for dynamic and static light baking and added physics for interactable elements.
Marketing Material
- Captured and enhanced dramatic in-game shots in Unity and Photoshop for use in marketing campaigns.
- Directed scene setup, including lighting, VFX, camera angles, and character posing, to convey story, personality, and ambiance.
Software Used
Maya RizomUV ZBrush Substance Painter Simplygon Unity Meta Quest Git Source Control